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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=66021</id>
		<title>Sample Lighting Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=66021"/>
		<updated>2025-02-23T22:35:19Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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]], and these settings do not apply to 22.4 or later. New lighting flags listed in [[Command-Line Reference#Lighting|Command Line Reference]] now mainly serve usability and accessibility reasons, with some legacy support for modifying ambient intensity.}}&lt;br /&gt;
&lt;br /&gt;
This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Engine Default Settings==&lt;br /&gt;
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.&lt;br /&gt;
*-ambient_factor 128&lt;br /&gt;
*-spec_exp 16&lt;br /&gt;
*-spec_point 1.0&lt;br /&gt;
*-spec_static 1.0&lt;br /&gt;
*-spec_tube 1.0&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
*-bloom_intensity 75&lt;br /&gt;
&lt;br /&gt;
==FSO 3.8.0 - 22.2 lighting presets==&lt;br /&gt;
{{note|These settings are obsolete as of FSO 22.4.0}}&lt;br /&gt;
&lt;br /&gt;
===[https://imgur.com/gallery/MshrBKk FrikgFeek&#039;s Settings]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]&lt;br /&gt;
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.&lt;br /&gt;
*-ambient_factor 55&lt;br /&gt;
*-spec_point 0.7&lt;br /&gt;
*-spec_static 2.12&lt;br /&gt;
*-spec_tube 1.2&lt;br /&gt;
*-bloom_intensity 45&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]&lt;br /&gt;
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there&#039;s a lot less light-dark contrast but overall visibility is improved.&lt;br /&gt;
*-ambient_factor 91&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 0.55&lt;br /&gt;
*-spec_tube 1.3&lt;br /&gt;
*-bloom_intensity 19&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]&lt;br /&gt;
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.&lt;br /&gt;
*-ambient_factor 45&lt;br /&gt;
*-spec_point 1.5&lt;br /&gt;
*-spec_static 0.7&lt;br /&gt;
*-spec_tube 1.8&lt;br /&gt;
*-bloom_intensity 56&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
===Rhymes&#039; Settings===&lt;br /&gt;
Generally dark but not pitch-black environments, with a heavy emphasis on lighting from weapons fire and the in-mission sun.&lt;br /&gt;
*-ambient_factor 80&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 2&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-bloom_intensity 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 80 -spec_point 0.3 -spec_static 2 -spec_tube 0.7 -bloom_intensity 10 }}&lt;br /&gt;
&lt;br /&gt;
==Recommended Diaspora Settings==&lt;br /&gt;
These are the recommended light settings for Diaspora. For now, you&#039;ll only see them available in Diaspora&#039;s version of the launcher.&lt;br /&gt;
* -ambient_factor 90&lt;br /&gt;
* -spec_exp 0.7&lt;br /&gt;
* -spec_point 0.7&lt;br /&gt;
* -spec_static 1.0&lt;br /&gt;
* -spec_tube 1.0&lt;br /&gt;
* -ogl_spec 15&lt;br /&gt;
* -bloom_intensity 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}&lt;br /&gt;
&lt;br /&gt;
==Pre-3.8.0 lighting presets==&lt;br /&gt;
&lt;br /&gt;
{{note|These settings are obsolete as of FSO 3.8.0}}&lt;br /&gt;
&lt;br /&gt;
===DaBrain&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-db1.jpg|thumb|DaBrain&#039;s settings feature relatively even lighting with a low specular value.]]&lt;br /&gt;
*-ambient_factor 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 12.8&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Herra Tohtori&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori&#039;s settings feature high specularity and glossiness.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.5&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CKid&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-ckid.jpg|thumb|CKid&#039;s settings adds emphasis on glowmaps and normal maps.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 16.7&lt;br /&gt;
*-spec_point 0.6&lt;br /&gt;
*-spec_static 0.9&lt;br /&gt;
*-spec_tube 1&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35  -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ColeCampbell666&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666&#039;s settings result in a very dark environment with most of the lighting coming from weapons fire.]]&lt;br /&gt;
*-ambient_factor 0&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 11&lt;br /&gt;
*-spec_point .6&lt;br /&gt;
*-spec_static .8&lt;br /&gt;
*-spec_tube .4&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castor&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-castor.jpg|thumb|&#039;&#039;&amp;quot;The thing with &#039;darker&#039; settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on.&amp;quot;&#039;&#039; -- Castor]]&lt;br /&gt;
*-ambient_factor 75&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 3.0&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spidey&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-spidey.jpg|thumb|Spidey&#039;s settings nicely balance emphasis on diffuse, specular, and normal maps.]]&lt;br /&gt;
*-ambient_factor 5&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.7&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 50&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Woolie Wool&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-woolie.png|thumb|Woolie Wool&#039;s settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]&lt;br /&gt;
*-ambient_factor 105&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 9&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 0.8&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-ogl_spec 120&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=66020</id>
		<title>Sample Lighting Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=66020"/>
		<updated>2025-02-23T22:33:19Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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]], and these settings do not apply to 22.4 or later. New lighting flags listed in [[Command-Line Reference#Lighting|Command Line Reference]] now mainly serve usability and accessibility reasons, with some legacy support for modifying ambient intensity.}}&lt;br /&gt;
&lt;br /&gt;
This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Engine Default Settings==&lt;br /&gt;
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.&lt;br /&gt;
*-ambient_factor 128&lt;br /&gt;
*-spec_exp 16&lt;br /&gt;
*-spec_point 1.0&lt;br /&gt;
*-spec_static 1.0&lt;br /&gt;
*-spec_tube 1.0&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
*-bloom_intensity 75&lt;br /&gt;
&lt;br /&gt;
==FSO 3.8.0 - 22.2 lighting presets==&lt;br /&gt;
{{note|These settings are obsolete as of FSO 22.4.0}}&lt;br /&gt;
&lt;br /&gt;
===[https://imgur.com/gallery/MshrBKk FrikgFeek&#039;s Settings]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]&lt;br /&gt;
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.&lt;br /&gt;
*-ambient_factor 55&lt;br /&gt;
*-spec_point 0.7&lt;br /&gt;
*-spec_static 2.12&lt;br /&gt;
*-spec_tube 1.2&lt;br /&gt;
*-bloom_intensity 45&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]&lt;br /&gt;
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there&#039;s a lot less light-dark contrast but overall visibility is improved.&lt;br /&gt;
*-ambient_factor 91&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 0.55&lt;br /&gt;
*-spec_tube 1.3&lt;br /&gt;
*-bloom_intensity 19&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]&lt;br /&gt;
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.&lt;br /&gt;
*-ambient_factor 45&lt;br /&gt;
*-spec_point 1.5&lt;br /&gt;
*-spec_static 0.7&lt;br /&gt;
*-spec_tube 1.8&lt;br /&gt;
*-bloom_intensity 56&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
===Rhymes&#039; Settings===&lt;br /&gt;
Generally dark but not pitch-black environments, with a heavy emphasis on lighting from weapons fire and the in-mission sun.&lt;br /&gt;
*-ambient_factor 80&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 2&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-bloom_intensity 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 80 -spec_point 0.3 -spec_static 2 -spec_tube 0.7 -bloom_intensity 10 }}&lt;br /&gt;
&lt;br /&gt;
==Recommended Diaspora Settings==&lt;br /&gt;
These are the recommended light settings for Diaspora. For now, you&#039;ll only see them available in Diaspora&#039;s version of the launcher.&lt;br /&gt;
* -ambient_factor 90&lt;br /&gt;
* -spec_exp 0.7&lt;br /&gt;
* -spec_point 0.7&lt;br /&gt;
* -spec_static 1.0&lt;br /&gt;
* -spec_tube 1.0&lt;br /&gt;
* -ogl_spec 15&lt;br /&gt;
* -bloom_intensity 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}&lt;br /&gt;
&lt;br /&gt;
==Deprecated lighting presets==&lt;br /&gt;
&lt;br /&gt;
{{note|These settings are obsolete as of FSO 3.8.0}}&lt;br /&gt;
&lt;br /&gt;
===DaBrain&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-db1.jpg|thumb|DaBrain&#039;s settings feature relatively even lighting with a low specular value.]]&lt;br /&gt;
*-ambient_factor 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 12.8&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Herra Tohtori&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori&#039;s settings feature high specularity and glossiness.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.5&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CKid&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-ckid.jpg|thumb|CKid&#039;s settings adds emphasis on glowmaps and normal maps.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 16.7&lt;br /&gt;
*-spec_point 0.6&lt;br /&gt;
*-spec_static 0.9&lt;br /&gt;
*-spec_tube 1&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35  -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ColeCampbell666&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666&#039;s settings result in a very dark environment with most of the lighting coming from weapons fire.]]&lt;br /&gt;
*-ambient_factor 0&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 11&lt;br /&gt;
*-spec_point .6&lt;br /&gt;
*-spec_static .8&lt;br /&gt;
*-spec_tube .4&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castor&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-castor.jpg|thumb|&#039;&#039;&amp;quot;The thing with &#039;darker&#039; settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on.&amp;quot;&#039;&#039; -- Castor]]&lt;br /&gt;
*-ambient_factor 75&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 3.0&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spidey&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-spidey.jpg|thumb|Spidey&#039;s settings nicely balance emphasis on diffuse, specular, and normal maps.]]&lt;br /&gt;
*-ambient_factor 5&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.7&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 50&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Woolie Wool&#039;s Settings===&lt;br /&gt;
[[Image:Lighting-woolie.png|thumb|Woolie Wool&#039;s settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]&lt;br /&gt;
*-ambient_factor 105&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 9&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 0.8&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-ogl_spec 120&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Messages.tbl&amp;diff=64874</id>
		<title>Messages.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Messages.tbl&amp;diff=64874"/>
		<updated>2023-05-29T04:22:45Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* $Name: */  sorted the message names alphabetically, damnit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|10943}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;messages.tbl&#039;&#039;&#039; is used to link actions, animations, and sounds of the messages received during the mission. Personas are used to group messages by the same talker, for example, all the Wingman 1 (Male Terran Pilot) messages go with a Wingman 1 persona.&lt;br /&gt;
&lt;br /&gt;
Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-msg.tbm&lt;br /&gt;
&lt;br /&gt;
==#Message Settings==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Optional settings for messages behavior}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Allow Any Ship To Send Backup Messages:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*By default, Backup messages won&#039;t play unless they have at least one filter. Enabling this option will enable backup messages globally&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#Message Frequencies==&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional Group. Defines how often and how many times during the campaign the messages should be shown.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Required. Defines the message to augment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Available Values: See [[Messages.tbl#.24Name:_2|$Name in Messages.tbl]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Occurrence Chance:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. Defines the % chance this message will be played when the associated event occurs. For example, if you score a kill, and the &#039;&#039;&#039;+Occurrence Chance:&#039;&#039;&#039; is 10 for a Praise message, then there is a 10% chance that you a Praise message will play.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Available Values: &#039;&#039;&#039;Between 0 and 100&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Maximum Count:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. Defines the maximum number of times this message will be played during a given mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Minimum Delay:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. Defines the minimum delay time between being queue by the game and the time the message actually plays. (This helps simulate &amp;quot;organic&amp;quot; AI&#039;s)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; in milliseconds}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==#Moods==&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional.  You can change the mission mood using the new set-mission-mood SEXP, and those moods can be used to filter what built-in messages are played by defining a mood within a message.  This section lists all available moods for use in the table and in the SEXP.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Mood:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional.  The name of a mood to be attached to a message and set as a mission mood.  Example:  Happy, Vengeful, etc.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
{{Table3615|&lt;br /&gt;
The moods section, if it exists, must end with #End.}}&lt;br /&gt;
&lt;br /&gt;
==#Personas==&lt;br /&gt;
Required. The #Personas group is used to define the all of the personas used for the messages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Persona:===&lt;br /&gt;
Required. Defines the name of the persona&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
Required. Defines the type of the persona&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Available types:&lt;br /&gt;
::&#039;&#039;&#039;wingman&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;support&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;large&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;command&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+&amp;lt;Species&amp;gt;===&lt;br /&gt;
Optional. The +&amp;lt;Species&amp;gt; (such as &#039;&#039;&#039;+Vasudan&#039;&#039;&#039;) can be used to assign personas to other species. If omitted, the Persona is assigned to the &#039;&#039;&#039;default&#039;&#039;&#039; species.&lt;br /&gt;
*Syntax: +&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Table232|This line can now appear multiple times, allowing a persona to be used by multiple species.}}&lt;br /&gt;
&lt;br /&gt;
===$Allow substitution of missing messages:===&lt;br /&gt;
{{Table373|Optional. This is set to true by default, meaning that in cases where a Persona does not have defined messages for all built-in message types, the engine will try to find a matching message from other personas of the same type and species.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===$No automatic assignment:===&lt;br /&gt;
{{Table232|Optional. This excludes a persona from being assigned to a ship that needs to send a message but does not have a specific persona assigned.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==#Messages==&lt;br /&gt;
Required. The #Messages group contains all available messages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
Required. Defines the type of the message&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Available types (types marked with &#039;&#039;&#039;*&#039;&#039;&#039; do not have code support) :&lt;br /&gt;
**&#039;&#039;&#039;All Alone&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;All Clear&#039;&#039;&#039; * &lt;br /&gt;
**&#039;&#039;&#039;Arrive Enemy&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Attack Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;AWACS at 25&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;AWACS at 75&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Backup&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Check 6&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Death&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Depart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Disable Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Disarm Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Docking Start&#039;&#039;&#039; *&lt;br /&gt;
**&#039;&#039;&#039;Engage&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Help&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ignore Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Instructor Attack&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Instructor Hit&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;No Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;On way&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Oops 1&#039;&#039;&#039; * (Only Command has code support in Retail)&lt;br /&gt;
**&#039;&#039;&#039;Permission&#039;&#039;&#039; *&lt;br /&gt;
**&#039;&#039;&#039;Player Dead&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Praise&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rearm on Way&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rearm warping in&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rearm&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Repair Aborted&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Repair Done&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Repair&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stray Warning Final&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stray Warning&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stray&#039;&#039;&#039; *&lt;br /&gt;
**&#039;&#039;&#039;Support Killed&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Traitor&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;yes&#039;&#039;&#039;&lt;br /&gt;
{{Table3611|&lt;br /&gt;
**&#039;&#039;&#039;High Praise&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Praise Self&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Primaries Low&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
**&#039;&#039;&#039;Attack Subsystem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Cover me&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Form on my wing&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Protect Target&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Table232|&lt;br /&gt;
**The following have been deprecated. Use &#039;&#039;&#039;Backup&#039;&#039;&#039; with a &#039;&#039;&#039;+Wing Name:&#039;&#039;&#039; [[Messages.tbl#Filters|Filter]] instead.&lt;br /&gt;
***&#039;&#039;&#039;Beta Arrived&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Gamma Arrived&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Delta Arrived&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Epsilon Arrived&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Message: and $MessageNew:===&lt;br /&gt;
Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;$Message:&#039;&#039;&#039; is used for single-line messages, while &#039;&#039;&#039;$MessageNew:&#039;&#039;&#039; is used for multi-line messages (but can also be used for single-line messages)&lt;br /&gt;
*&#039;&#039;&#039;$MessageNew:&#039;&#039;&#039; is preferred over &#039;&#039;&#039;$Message:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;string&#039;&#039;&#039;&amp;quot;, &#039;&#039;&#039;integer&#039;&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Persona:===&lt;br /&gt;
Optional. Defines the persona associated with the message&lt;br /&gt;
*Syntax:&lt;br /&gt;
 &#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+AVI Name:===&lt;br /&gt;
Optional. Determines the ANI file to be played when the message is triggered.&lt;br /&gt;
&lt;br /&gt;
In FSO 3.7.4 and later, the game initially attempts to use the file &#039;&#039;&amp;lt;string&amp;gt;&#039;&#039;.ani with a persona message.  In earlier versions, or if &#039;&#039;&amp;lt;string&amp;gt;&#039;&#039;.ani does not exist, the game picks one of &#039;&#039;&amp;lt;string&amp;gt;&#039;&#039;a.ani, &#039;&#039;&amp;lt;string&amp;gt;&#039;&#039;b.ani and &#039;&#039;&amp;lt;string&amp;gt;&#039;&#039;c.ani each time.  So if you have defined &#039;&#039;+Avi Name: Head-Joe&#039;&#039;, and &#039;&#039;Head-Joe.ani&#039;&#039; does not exist, the game will attempt to use the files &#039;&#039;Head-Joea.ani&#039;&#039;, &#039;&#039;Head-Joeb.ani&#039;&#039; and &#039;&#039;Head-Joec.ani&#039;&#039;.  For wingmen personas, the &#039;&#039;c&#039;&#039; variant is assumed to be a death animation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Wave Name:===&lt;br /&gt;
Optional. Sets the sounds file that is played when the message is triggered&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mood:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
The mood where this message should ideally be played.  It may be played on other moods as long as it is not excluded for them below, if no better matching message is found.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Exclude Mood:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
A list of moods not to play this message, ever.  The list goes in parentheses.  See Terran &#039;Attack Target&#039; example below for usage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String List&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Filter by sender:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies the filters to the ship sending the message.&lt;br /&gt;
*Any number of filters can be used, including multiple of any type of filters.&lt;br /&gt;
*All filters must match for a message to be sent.&lt;br /&gt;
*Syntax: See [[Messages.tbl#Filters|Filters]]}}&lt;br /&gt;
&lt;br /&gt;
===$Filter by subject:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies the filters to the ship the message is &amp;quot;about&amp;quot;. For order confirmations, the subject is the target of the order. For Praise/High Praise/Praise Self messages, it&#039;s the ship that died. For Help and Check 6, it&#039;s the attacker. For arrival messages, it&#039;s the wing leader of the arriving wing.&lt;br /&gt;
*Any number of filters can be used, including multiple of any type of filters.&lt;br /&gt;
*All filters must match for a message to be sent.&lt;br /&gt;
*Syntax: See [[Messages.tbl#Filters|Filters]]}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
{{Table3615|&lt;br /&gt;
The very last entry must be #End. No exceptions.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Simulated Speech Overrides==&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Optional.  Used to add file names to the generic message list, which defaults to &#039;none&#039;, &#039;cuevoice&#039;, &#039;cue_voice&#039;, &#039;emptymsg&#039;, &#039;generic&#039;, and &#039;msgstart&#039;.  Filenames listed below will be overridden by Text to Speech (TTS) when it is enabled, in addition to those in the default list.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$File Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Optional.  File name to add to the overrides list.  Filenames provided here, however, must include an extension or a warning will be issues, for example msg_1.wav.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Must also end the optional Simulated Speech Overrides section with #End.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Filters==&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Messages can be filtered with [[Messages.tbl#$Filter by subject:|$Filter by subject:]] or [[Messages.tbl#$Filter by subject:|$Filter by subject:]].&lt;br /&gt;
*These can be applied multiple times for each filer. So the following example would match Vasudan or Shivan Bombers and nothing else.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+Species: Vasudan&lt;br /&gt;
+Species: Shivan&lt;br /&gt;
+Type: Bomber&lt;br /&gt;
&amp;lt;/pre&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship name:===&lt;br /&gt;
*Matches the name of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Callsign:===&lt;br /&gt;
*Matches the callsign of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Class name:===&lt;br /&gt;
*Matches the class of the ship&lt;br /&gt;
*Respects alt-names as defined in FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Wing name:===&lt;br /&gt;
*Matches the wing that the ship is in&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Species:===&lt;br /&gt;
*Matches the species of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*Matches the type of the ship as defined in [[objecttypes.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;
==Sample==&lt;br /&gt;
This is a snippet of the retail FreeSpace 2 table, highlighting two major examples between a default (Terran) persona and a species (Vasudan) persona. Command, Support, and Large ship message examples are also included.  Newer features have been added for extra clarification of their usage.&lt;br /&gt;
&amp;lt;pre&amp;gt;;; This is a list of moods that the game will use for builtin &lt;br /&gt;
;; messages. Any message without a mood is treated as General&lt;br /&gt;
&lt;br /&gt;
#Moods&lt;br /&gt;
&lt;br /&gt;
$Mood: Happy&lt;br /&gt;
$Mood: Angry&lt;br /&gt;
$Mood: Vengeful&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Personas&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 1	  &lt;br /&gt;
$Type: wingman&lt;br /&gt;
&lt;br /&gt;
$Persona: Wingman 6&lt;br /&gt;
$Type: wingman&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship&lt;br /&gt;
$Type: support&lt;br /&gt;
&lt;br /&gt;
$Persona: Support Ship Vasudan&lt;br /&gt;
$Type: support&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship&lt;br /&gt;
$Type: large&lt;br /&gt;
&lt;br /&gt;
$Persona: Large Ship Vasudan&lt;br /&gt;
$Type: large&lt;br /&gt;
+Vasudan&lt;br /&gt;
&lt;br /&gt;
$Persona: Terran Command&lt;br /&gt;
$Type: Command&lt;br /&gt;
&lt;br /&gt;
#Messages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;; ALL CLEAR ..................................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;Command, we have secured the area.&amp;quot;, 2725)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_allclear.wav&lt;br /&gt;
&lt;br /&gt;
$Name: All Clear&lt;br /&gt;
$Message: XSTR(&amp;quot;All enemy forces negated.&amp;quot;, 2730)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_allclear.wav&lt;br /&gt;
&lt;br /&gt;
;; ARRIVAL (Enemy) ...................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Bandits incoming!&amp;quot;, 1079)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Reading hostile indicators.&amp;quot;, 2734)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_arrival.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Arrive Enemy&lt;br /&gt;
$Message: XSTR(&amp;quot;Incoming jump signature! Hostile configuration!&amp;quot;, 2736)&lt;br /&gt;
+Persona: Terran Command&lt;br /&gt;
+Avi Name: Head-CM2&lt;br /&gt;
+Wave Name: TC_arrival.wav&lt;br /&gt;
&lt;br /&gt;
;; ATTACK MY TARGET ...........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Engaging your target.&amp;quot;, 2737)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_attack.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes sir, I&#039;ll make the bastards pay for Capella!&amp;quot;, 2737)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_attack.wav&lt;br /&gt;
$Mood: Vengeful&lt;br /&gt;
$Exclude Mood: ( &amp;quot;Happy&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes sir. I just love killing Shivans!&amp;quot;, 2737)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_attack.wav&lt;br /&gt;
$Mood: Angry&lt;br /&gt;
$Exclude Mood: ( &amp;quot;Angry&amp;quot; &amp;quot;Vengeful&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name: Attack Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. We will destroy your target.&amp;quot;, 2742)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_attack.wav&lt;br /&gt;
&lt;br /&gt;
;; BACKUP ARRIVAL (previously named &amp;quot;REINFORCEMENTS&amp;quot;) .........................................&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;Reinforcements on station. Request status brief.&amp;quot;, 2744)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_backup.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Backup&lt;br /&gt;
$Message: XSTR(&amp;quot;We are here to assist. What is your status?&amp;quot;, 2749)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_backup.wav&lt;br /&gt;
&lt;br /&gt;
;; BETA WING ARRIVAL ..........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing here. Standing by.&amp;quot;, 2751)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_beta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Beta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Beta wing is on station.&amp;quot;, 2756)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_beta.wav&lt;br /&gt;
&lt;br /&gt;
;; CHECK YOUR SIX .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Check your six!&amp;quot;, 2758)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Check6.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Check 6&lt;br /&gt;
$Message: XSTR(&amp;quot;Take evasive action, pilot!&amp;quot;, 2763)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Check6.wav&lt;br /&gt;
&lt;br /&gt;
;; DEATH (previously wingman scream)...................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Noooooooo!!!&amp;quot;, 2765)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Death.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Death&lt;br /&gt;
$Message: XSTR(&amp;quot;Avenge me!&amp;quot;, 2770)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Death.wav&lt;br /&gt;
&lt;br /&gt;
;; DELTA WING ARRIVAL .........................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;This is Delta wing. What&#039;s your status?&amp;quot;, 2772)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Delta.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Delta Arrived&lt;br /&gt;
$Message: XSTR(&amp;quot;Delta wing is ready to assist, pilot.&amp;quot;, 2777)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Delta.wav&lt;br /&gt;
&lt;br /&gt;
;; DEPART (previously named &amp;quot;WARPOUT&amp;quot;) ........................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! I&#039;m outta here!&amp;quot;, 2779)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2784)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;I copy. Engaging jump drive now.&amp;quot;, 2786)&lt;br /&gt;
+Persona: Support Ship&lt;br /&gt;
+Avi Name: Head-TP3&lt;br /&gt;
+Wave Name: S_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;Departing field of engagement.&amp;quot;, 2787)&lt;br /&gt;
+Persona: Support Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP2&lt;br /&gt;
+Wave Name: VS_depart.wav&lt;br /&gt;
&lt;br /&gt;
$Name: Depart&lt;br /&gt;
$Message: XSTR(&amp;quot;We are departing as ordered.&amp;quot;, 2788)&lt;br /&gt;
+Persona: Large Ship Vasudan&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_depart.wav&lt;br /&gt;
&lt;br /&gt;
;; DISABLE TARGET .............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Roger that, sir. Disabling your target.&amp;quot;, 2789)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disable.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disable Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Affirmative. Disabling your target.&amp;quot;, 2794)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disable.wav&lt;br /&gt;
&lt;br /&gt;
;; DISARM TARGET ..............................................................................&lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Yes, sir! Targeting weapons now!&amp;quot;, 2796)&lt;br /&gt;
+Persona: Wingman 1&lt;br /&gt;
+Avi Name: Head-TP1&lt;br /&gt;
+Wave Name: 1_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
$Name: Disarm Target&lt;br /&gt;
$Message: XSTR(&amp;quot;Acknowledged. Weapon subsystem targeted. &amp;quot;, 2801)&lt;br /&gt;
+Persona: Wingman 6&lt;br /&gt;
+Avi Name: Head-VP1&lt;br /&gt;
+Wave Name: 6_Disarm.wav &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
#Simulated Speech Overrides&lt;br /&gt;
&lt;br /&gt;
$File Name: msg_1.wav&lt;br /&gt;
$File Name: msg_2.wav&lt;br /&gt;
$File Name: msg_3.wav&lt;br /&gt;
$File Name: msg_4.wav&lt;br /&gt;
$File Name: msg_5.wav&lt;br /&gt;
$File Name: msg_6.wav&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=64860</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=64860"/>
		<updated>2023-05-21T00:58:00Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* #END DEFAULT PROFILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more vibrant look. &lt;br /&gt;
&lt;br /&gt;
The best way to view the differences between all of these is to open the F3 lab. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===PPC Adjustments===&lt;br /&gt;
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.&lt;br /&gt;
* When in the main menu, press F3&lt;br /&gt;
* Select a ship class&lt;br /&gt;
* Select a background from a mission of your choice.&lt;br /&gt;
* Tweak settings and the desired tonemapper from the &amp;quot;Render Options&amp;quot; menu.&lt;br /&gt;
** Start by setting your desired exposure&lt;br /&gt;
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.&lt;br /&gt;
** Adjust Exposure, Toe and Shoulder strength as desired.&lt;br /&gt;
*** Use the length and angle settings for fine-tuning after you&#039;ve honed down your desired look.&lt;br /&gt;
** Note the settings used and type them into this table.&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.&lt;br /&gt;
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman&#039;s terms, this determines what the renderer considers &amp;quot;dark&amp;quot; areas and what it considers &amp;quot;bright&amp;quot; areas. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
There&#039;s no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you&#039;ll see a lot of bright white spots, as the amount of lights that the tonemapper considers &#039;too bright to handle&#039; increases. Settings this high means you&#039;ll see less full white areas, at the risk of making highlights look a bit dull as they&#039;re being compressed in order to fit within the displayable range. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there&#039;s more &amp;quot;blindingly bright&amp;quot; areas in the scene. It differs from shoulder length in that shoulder length &#039;selects&#039; the areas in which the shoulder should be applied, and shoulder strength determines how strongly it should be applied.&lt;br /&gt;
This setting gradually has more effect as exposure increases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Overall brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to all adjustable light.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit light radius modifier:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and &amp;quot;show ship&amp;quot; model&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#PROFILES==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Begins the standard, named profiles section. Named profiles can have all the same profile values set, but must be given a name. The name &amp;quot;Default Profile&amp;quot; can be used to define, or alter, the primary default profile. Other profiles can by assigned on a per-mission basis or viewed in the F3 lab.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Profile:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
The name of the profile being defined or modified. See the values above in the default profiles section for documentation on available settings.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END PROFILES==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Required to close the profiles section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +default: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +default: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +default: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=64859</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=64859"/>
		<updated>2023-05-21T00:57:40Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* #PROFILES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more vibrant look. &lt;br /&gt;
&lt;br /&gt;
The best way to view the differences between all of these is to open the F3 lab. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===PPC Adjustments===&lt;br /&gt;
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.&lt;br /&gt;
* When in the main menu, press F3&lt;br /&gt;
* Select a ship class&lt;br /&gt;
* Select a background from a mission of your choice.&lt;br /&gt;
* Tweak settings and the desired tonemapper from the &amp;quot;Render Options&amp;quot; menu.&lt;br /&gt;
** Start by setting your desired exposure&lt;br /&gt;
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.&lt;br /&gt;
** Adjust Exposure, Toe and Shoulder strength as desired.&lt;br /&gt;
*** Use the length and angle settings for fine-tuning after you&#039;ve honed down your desired look.&lt;br /&gt;
** Note the settings used and type them into this table.&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.&lt;br /&gt;
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman&#039;s terms, this determines what the renderer considers &amp;quot;dark&amp;quot; areas and what it considers &amp;quot;bright&amp;quot; areas. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
There&#039;s no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you&#039;ll see a lot of bright white spots, as the amount of lights that the tonemapper considers &#039;too bright to handle&#039; increases. Settings this high means you&#039;ll see less full white areas, at the risk of making highlights look a bit dull as they&#039;re being compressed in order to fit within the displayable range. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there&#039;s more &amp;quot;blindingly bright&amp;quot; areas in the scene. It differs from shoulder length in that shoulder length &#039;selects&#039; the areas in which the shoulder should be applied, and shoulder strength determines how strongly it should be applied.&lt;br /&gt;
This setting gradually has more effect as exposure increases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Overall brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to all adjustable light.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit light radius modifier:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and &amp;quot;show ship&amp;quot; model&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#PROFILES==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Begins the standard, named profiles section. Named profiles can have all the same profile values set, but must be given a name. The name &amp;quot;Default Profile&amp;quot; can be used to define, or alter, the primary default profile. Other profiles can by assigned on a per-mission basis or viewed in the F3 lab.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Profile:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
The name of the profile being defined or modified. See the values above in the default profiles section for documentation on available settings.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Required to close the profiles section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +default: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +default: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +default: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=64507</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=64507"/>
		<updated>2023-03-18T05:07:41Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* $Chance AI Has to Fire Missiles at Player: */&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;any ship 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;
&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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float 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;Float 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, the game will check if the dying ship is a player&#039;s wingman, before making it give a death scream.&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;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
==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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=64506</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=64506"/>
		<updated>2023-03-18T05:07:04Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* $Chance AI Has to Fire Missiles at Player: */&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;any ship 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;
&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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float 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 missile 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;Float 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, the game will check if the dying ship is a player&#039;s wingman, before making it give a death scream.&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;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
==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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64435</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64435"/>
		<updated>2023-01-17T19:17:33Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* -override_data */&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 behaviour 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&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;
====-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_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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64434</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64434"/>
		<updated>2023-01-17T19:07:21Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Development Tools */&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 behaviour 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&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;
====-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 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_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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64433</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=64433"/>
		<updated>2023-01-17T19:02:07Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Launcher */&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 behaviour 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&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;
====-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 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_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;
==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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64243</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64243"/>
		<updated>2022-11-29T16:46:26Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Fixed mis-spellings of gauges in links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Wireframe Color Override:===&lt;br /&gt;
Optional. Allows using a static color for the target monitor wireframe instead of one based on the target&#039;s IFF.&lt;br /&gt;
*Syntax: ( Color ), three integers, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
*Example: ( 0, 255, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Rearm Timer:|Enable Rearm Timer:]] (Optional boolean. Enables the countdown timer for rearm and repair. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe:|Wireframe:]] (Optional. Valid values match $Wireframe Targetbox: and will override the global setting)&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe Color:|Wireframe Color:]] (Optional. Color. Takes three ints 0-255, R,G,B; will override the global setting)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Target Info:|Enable Target Info:]] (Optional boolean. Adds the target name and class to the brackets. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If not present the gauge will expand to the left.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
**Right&lt;br /&gt;
**Down&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64241</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64241"/>
		<updated>2022-11-29T16:40:52Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Expansion Mode: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Wireframe Color Override:===&lt;br /&gt;
Optional. Allows using a static color for the target monitor wireframe instead of one based on the target&#039;s IFF.&lt;br /&gt;
*Syntax: ( Color ), three integers, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
*Example: ( 0, 255, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Rearm Timer:|Enable Rearm Timer:]] (Optional boolean. Enables the countdown timer for rearm and repair. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe:|Wireframe:]] (Optional. Valid values match $Wireframe Targetbox: and will override the global setting)&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe Color:|Wireframe Color:]] (Optional. Color. Takes three ints 0-255, R,G,B; will override the global setting)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Target Info:|Enable Target Info:]] (Optional boolean. Adds the target name and class to the brackets. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If not present the gauge will expand to the left.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
**Right&lt;br /&gt;
**Down&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64240</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64240"/>
		<updated>2022-11-29T16:39:08Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Expansion Mode: */  restoring damaged entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Wireframe Color Override:===&lt;br /&gt;
Optional. Allows using a static color for the target monitor wireframe instead of one based on the target&#039;s IFF.&lt;br /&gt;
*Syntax: ( Color ), three integers, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
*Example: ( 0, 255, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Rearm Timer:|Enable Rearm Timer:]] (Optional boolean. Enables the countdown timer for rearm and repair. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe:|Wireframe:]] (Optional. Valid values match $Wireframe Targetbox: and will override the global setting)&lt;br /&gt;
:[[Hud_gauges.tbl#Wireframe Color:|Wireframe Color:]] (Optional. Color. Takes three ints 0-255, R,G,B; will override the global setting)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Enable Target Info:|Enable Target Info:]] (Optional boolean. Adds the target name and class to the brackets. Overrides the commandline setting.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If not present the gauge will expand to the left.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
**Right&lt;br /&gt;
**Down&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=64180</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=64180"/>
		<updated>2022-11-11T01:10:42Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* $Light color: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-05-29|cfdeeb7109248248d5437e635e509ca0ae65247e}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$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;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&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;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@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 Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&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;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$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;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$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;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&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;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes 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:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this 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;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*Reduces the range to the target where the weapons under AI will start firing from the regular lifetime x velocity calculation.  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;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 1 -&amp;gt; 0 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&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;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&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;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&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;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&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;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&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;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&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;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&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 $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=64003</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=64003"/>
		<updated>2022-10-09T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Where do I get the Joystick ID&amp;#039;s and GUID&amp;#039;s? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Games\FreespaceOpen\bin\FSO-22.0.0\windows\x64&amp;gt; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep in mind this is an example only. You will need to change &#039;&#039;&#039;FSO-22.0.0&#039;&#039;&#039; and &#039;&#039;&#039;fs2_open_22_0_0_x64_SSE2.exe&#039;&#039;&#039; to fit the version you have installed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As above, &#039;&#039;&#039;fs2_open_22_0_0_x64_SSE2.exe&#039;&#039;&#039;  will need to match the actual version you are working with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;br /&gt;
&lt;br /&gt;
=====Windows Tutorial for obtaining the GUID=====&lt;br /&gt;
#  Navigate to your FSO installation using File Explorer.  If you&#039;re using Knossos, then this directory is the same as &amp;quot;Library Path&amp;quot; within Knossos&#039;s settings.&lt;br /&gt;
#  Right click the address bar within File Explorer and &amp;quot;Copy the Address as Text&amp;quot;&lt;br /&gt;
#  Open the command prompt from the start menu:&lt;br /&gt;
#* Open the start menu,&lt;br /&gt;
#* Type in &amp;quot;prompt&amp;quot;,&lt;br /&gt;
#* and then left click on &amp;quot;Command Prompt&amp;quot;&lt;br /&gt;
#  In the command prompt window, type in &amp;quot;cd /D &amp;quot; (without the quotes), with a space after the D. Then, right click on the command prompt and Paste the address you copied from before.  Hit the Enter key to execute the cd command.  The prompt should then show the address text again with &amp;quot;&amp;gt;&amp;quot; as the last character to show that its now in that directory.&lt;br /&gt;
#  In the command prompt, type in &amp;quot;dir&amp;quot; and hit enter to execute the dir command, which should show you a list of all files and folders within the directory.  Confirm that your fs2_open.exe is in there.&lt;br /&gt;
#  Follow the directions outlined in [[#Where do I get the Joystick ID&#039;s and GUID&#039;s?]],  Using the full name of your fs2_open.exe should it differ from the instructions.&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=63962</id>
		<title>Sample Lighting Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sample_Lighting_Settings&amp;diff=63962"/>
		<updated>2022-09-16T22:56:58Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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]], and these settings do not apply to 22.4 or later. New lighting flags listed in [[Command-Line Reference#Lighting|Command Line Reference]] now mainly serve usability and accessibility reasons, with some legacy support for modifying ambient intensity.}}&lt;br /&gt;
&lt;br /&gt;
This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.&lt;br /&gt;
&lt;br /&gt;
=FreeSpace Engine Default Settings=&lt;br /&gt;
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.&lt;br /&gt;
*-ambient_factor 128&lt;br /&gt;
*-spec_exp 16&lt;br /&gt;
*-spec_point 1.0&lt;br /&gt;
*-spec_static 1.0&lt;br /&gt;
*-spec_tube 1.0&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
*-bloom_intensity 75&lt;br /&gt;
&lt;br /&gt;
=Modern lighting presets=&lt;br /&gt;
&lt;br /&gt;
==[https://imgur.com/gallery/MshrBKk FrikgFeek&#039;s Settings]==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]&lt;br /&gt;
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.&lt;br /&gt;
*-ambient_factor 55&lt;br /&gt;
*-spec_point 0.7&lt;br /&gt;
*-spec_static 2.12&lt;br /&gt;
*-spec_tube 1.2&lt;br /&gt;
*-bloom_intensity 45&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]&lt;br /&gt;
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there&#039;s a lot less light-dark contrast but overall visibility is improved.&lt;br /&gt;
*-ambient_factor 91&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 0.55&lt;br /&gt;
*-spec_tube 1.3&lt;br /&gt;
*-bloom_intensity 19&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]&lt;br /&gt;
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.&lt;br /&gt;
*-ambient_factor 45&lt;br /&gt;
*-spec_point 1.5&lt;br /&gt;
*-spec_static 0.7&lt;br /&gt;
*-spec_tube 1.8&lt;br /&gt;
*-bloom_intensity 56&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}&lt;br /&gt;
&lt;br /&gt;
==Rhymes&#039; Settings==&lt;br /&gt;
Generally dark but not pitch-black environments, with a heavy emphasis on lighting from weapons fire and the in-mission sun.&lt;br /&gt;
*-ambient_factor 80&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 2&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-bloom_intensity 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 80 -spec_point 0.3 -spec_static 2 -spec_tube 0.7 -bloom_intensity 10 }}&lt;br /&gt;
&lt;br /&gt;
=Recommended Diaspora Settings=&lt;br /&gt;
These are the recommended light settings for Diaspora. For now, you&#039;ll only see them available in Diaspora&#039;s version of the launcher.&lt;br /&gt;
* -ambient_factor 90&lt;br /&gt;
* -spec_exp 0.7&lt;br /&gt;
* -spec_point 0.7&lt;br /&gt;
* -spec_static 1.0&lt;br /&gt;
* -spec_tube 1.0&lt;br /&gt;
* -ogl_spec 15&lt;br /&gt;
* -bloom_intensity 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}&lt;br /&gt;
&lt;br /&gt;
=Deprecated lighting presets=&lt;br /&gt;
&lt;br /&gt;
{{note|These settings are obsolete as of FSO 3.8.0}}&lt;br /&gt;
&lt;br /&gt;
==DaBrain&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-db1.jpg|thumb|DaBrain&#039;s settings feature relatively even lighting with a low specular value.]]&lt;br /&gt;
*-ambient_factor 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 12.8&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Herra Tohtori&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori&#039;s settings feature high specularity and glossiness.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.5&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CKid&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-ckid.jpg|thumb|CKid&#039;s settings adds emphasis on glowmaps and normal maps.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 16.7&lt;br /&gt;
*-spec_point 0.6&lt;br /&gt;
*-spec_static 0.9&lt;br /&gt;
*-spec_tube 1&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 35  -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ColeCampbell666&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666&#039;s settings result in a very dark environment with most of the lighting coming from weapons fire.]]&lt;br /&gt;
*-ambient_factor 0&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 11&lt;br /&gt;
*-spec_point .6&lt;br /&gt;
*-spec_static .8&lt;br /&gt;
*-spec_tube .4&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Castor&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-castor.jpg|thumb|&#039;&#039;&amp;quot;The thing with &#039;darker&#039; settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on.&amp;quot;&#039;&#039; -- Castor]]&lt;br /&gt;
*-ambient_factor 75&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 3.0&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spidey&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-spidey.jpg|thumb|Spidey&#039;s settings nicely balance emphasis on diffuse, specular, and normal maps.]]&lt;br /&gt;
*-ambient_factor 5&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.7&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 50&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Woolie Wool&#039;s Settings==&lt;br /&gt;
[[Image:Lighting-woolie.png|thumb|Woolie Wool&#039;s settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]&lt;br /&gt;
*-ambient_factor 105&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 9&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 0.8&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-ogl_spec 120&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher&#039;s custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63961</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63961"/>
		<updated>2022-09-16T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Lighting */&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 behaviour 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&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;
====-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;
====-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_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;
==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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63960</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63960"/>
		<updated>2022-09-16T22:52:44Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Other */&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 behaviour 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&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;
====-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;
====-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_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;
==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;
====-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;
&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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63959</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63959"/>
		<updated>2022-09-15T01:08:25Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* -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 behaviour 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&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;
====-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;
====-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_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;
==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;
====-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;
====-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;
====-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;
====-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;
====-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;
&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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63958</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63958"/>
		<updated>2022-09-14T23:00:04Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.&lt;br /&gt;
}}&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===PPC Adjustments===&lt;br /&gt;
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.&lt;br /&gt;
* When in the main menu, press F3&lt;br /&gt;
* Select a ship class&lt;br /&gt;
* Select a background from a mission of your choice.&lt;br /&gt;
* Tweak settings and the desired tonemapper from the &amp;quot;Render Options&amp;quot; menu.&lt;br /&gt;
** Start by setting your desired exposure&lt;br /&gt;
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.&lt;br /&gt;
** Adjust Exposure, Toe and Shoulder strength as desired.&lt;br /&gt;
*** Use the length and angle settings for fine-tuning after you&#039;ve honed down your desired look.&lt;br /&gt;
** Note the settings used and type them into this table.&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.&lt;br /&gt;
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman&#039;s terms, this determines what the renderer considers &amp;quot;dark&amp;quot; areas and what it considers &amp;quot;bright&amp;quot; areas. You probably want this to be quite low given the darkness of the void.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
There&#039;s no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you get a naturally occuring bloom effect, as the amount of lights that the tonemapper considers &#039;too bright to handle&#039; increases. Settings this high means that that bloom effect is diminished, at the risk of making highlights look a bit dull as they&#039;re being compressed in order to fit within the displayable range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there&#039;s more &amp;quot;blindingly bright&amp;quot; areas in the scene. This setting gradually has more effect as exposure increases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +Base: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +Base: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +Base: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63871</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63871"/>
		<updated>2022-07-26T15:35:24Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.&lt;br /&gt;
}}&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===PPC Adjustments===&lt;br /&gt;
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.&lt;br /&gt;
* When in the main menu, press F3&lt;br /&gt;
* Select a ship class&lt;br /&gt;
* Select a background from a mission of your choice.&lt;br /&gt;
* Tweak settings and the desired tonemapper from the &amp;quot;Render Options&amp;quot; menu.&lt;br /&gt;
** Start by setting your desired exposure&lt;br /&gt;
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.&lt;br /&gt;
** Adjust Exposure, Toe and Shoulder strength as desired.&lt;br /&gt;
*** Use the length and angle settings for fine-tuning after you&#039;ve honed down your desired look.&lt;br /&gt;
** Note the settings used and type them into this table.&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.&lt;br /&gt;
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe length adjusts the area in which Toe Strength does it&#039;s thing. A very low setting will mean that only the darkest areas of the image are affected by the toe strength setting and vice-versa.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder length adjusts how gradual the overexposure compensation works. A higher setting means a smoother transition from &amp;quot;visibly bright&amp;quot; to &amp;quot;blindingly bright&amp;quot;, at the cost of making said transition more dull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there&#039;s more &amp;quot;blindingly bright&amp;quot; areas in the scene. This setting gradually has more effect as exposure increases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder angle adjusts the compensation for overshoot: When the image becomes too bright for the tonemapper to handle, a higher setting here will try to bring the detail in those overly bright areas back, whilst a lower setting will desaturate bright areas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Currently this value is parsed but not used. It will most likely be used in 22.4 but this change has not yet been submitted. When it is the information below will apply.&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +Base: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +Base: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +Base: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63836</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63836"/>
		<updated>2022-07-13T21:30:45Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMardukThumb.png]]|link=[[AchillesMardukThumb.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTF Achilles has been the highly public face of the enormous breakthroughs powering the next generation of Alliance technology for the last three years. The Achilles has been shown regularly at official functions and has seen some small-scale action against high profile pirate groups, but procurement programs have not resulted in Morgan Technologies and Destiny Industries providing anywhere near the number of spaceframes the Alliance public is clamoring for. Only small numbers are available for critical missions and on modern Destroyers and installations near potential hot spots even after continual budget increases.&lt;br /&gt;
&lt;br /&gt;
The Achilles’s primary role is as a superheavy interceptor. It’s eight primary afterburners can operate at full power for 25 seconds at significantly higher speeds than any Capella-era interceptor, allowing it to rapidly reposition between hot spots in a chaotic battlespace. Additionally the frame mounts six reverse afterburners for nearly as much thrust backwards, allowing the Achilles to turn and shower pursuers with its withering armament. Full 3d mobility is provided by dozens of reverse and turning thrusters, giving the enormous ship startling nimbleness and the ability to slide and reverse freely.&lt;br /&gt;
&lt;br /&gt;
In support of its mission to quickly destroy any opposition and move on to the next hot spot, the Achilles is equipped with eight high capacity direct fire weapon mounts in two banks of four.  Sporting an incredible power supply, the Achilles can dogfight with greater lethality than the GTF Erinyes. The same power plant also supports extensive shielding, allowing the Achilles to survive pitched battles or short engagements alike. For secondary armament, the craft has an internal magazine capable of launching Wraith and Massacre chassis missiles through four launchers, as well as two sets of external pylons compatible with Spectre, Thundercloud, and Shadowhawk missiles. A large articulated belly hardpoint is compatible with either the CATAPULT missile pod or the PASIPHAE-chassis heavy gunpods. &lt;br /&gt;
&lt;br /&gt;
A truly massive fighter, the Achilles measures 28 meters in length and with all surfaces deployed 24.8 meters in width and 9.3 meters in height. It is the product of the TABLET and STYX breakthrough technology programs as well as the SWORDSMAN strike craft development program’s APEX initiative. It is composed of 75% classified material by volume. Unauthorized access to the internals of the ship is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
The only significant flaw of the Achilles is that in no small part due to its laundry list of features it is an enormous target, but it can survive huge amounts of incoming fire and dish it back out. In comparison to modern craft, the Achilles has slightly stronger armor than the GTF Otrera heavy fighter and stronger shields that recharge more rapidly than the GTF Theia. This ship is designed to provide the kind of fighting capability that the Alliance did not have on Capella’s last, darkest day. Able to bring the fight successfully to any kind of Shivan ship and demonstrating an enormous leap in capabilities compared to the Myrmidon, Ares, and Erinyes spaceframes of the last war, the Achilles is as much a political weapon as it is a military one. It is in fact often showcased alongside those older fighter craft instead of more modern equivalents such as the Otrera, Lampeto, Theia, or Hippolyta. With the Achilles, the leadership of the Alliance has been able to reassure a terrified populace that despite what is common knowledge of the Shivan’s raw strength, the Alliance maintains enough of a technological edge that it can still protect them. &lt;br /&gt;
&lt;br /&gt;
Try not to get it blown up. We need all of these we can get.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mps aft, 45 mps lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools; if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use its glide and full strafe capabilities}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;br /&gt;
&lt;br /&gt;
==View on P3D==&lt;br /&gt;
* https://p3d.in/IZc04 animations not all implemented in game&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63820</id>
		<title>GTB Marathon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63820"/>
		<updated>2022-07-08T04:33:44Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:WM_Marathon_Thumb.png]]|link=[[WM_Marathon.PNG]]|caption=GTB Marathon (Loud config)}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTB Marathon is based on the stealth technology first deployed on the Pegasus fighter of the last war. Marathon is an interim craft, taking technologies that were cutting edge in the Second Incursion and bringing them to full maturation. It has been procured in small numbers for the last seven years. Unlike its small predecessor, the Marathon is a large bomber, measuring just under 46m in length and 36m in width, with a height of 12.6m.&lt;br /&gt;
&lt;br /&gt;
	The Marathon can be operated in two modes. Primarily it is operated in a stealthy configuration. It can also be flown in a &amp;quot;loud&amp;quot; configuration with better performance and additional weapons. Unlike conventional craft, the ship&#039;s afterburners do not provide a sudden burst of high speed in stealth mode. Instead, the Marathon&#039;s afterburners provide slow, steady, and most importantly stealthy acceleration over a much longer period of time. It takes half a minute to reach maximum speed while maintaining a stealthy profile, but that speed combined with the stealthy nature of the ship renders it almost physically impossible for this ship to be intercepted before it can strike its target - the Marathon will traverse the window where sensors can detect it in 2.67 seconds.&lt;br /&gt;
&lt;br /&gt;
	The Marathon&#039;s primary mission is to use stealth to slip into range of larger Shivan ships or installations and unleash specialized Firelance bombs while flying at high speeds and at close range.  In support of that role, it has four massive shielded bomb bays. These are backed up by two articulated panels shielding a cluster of six direct fire hardpoints and a front-mounted quad Xiphos turret to provide the ship some self defense means.&lt;br /&gt;
&lt;br /&gt;
	While not at all maneuverable, the Marathon does have integrated reverse thrusters and can be flown in non-stealthy configurations where it can take advantage of two additional ventral missile stanchions. The main missile pods can carry a payload of twelve Shadowhawk anti-ship missiles or Firelance bombs. On two winglets midships are four stanchions for a respectable armament of Spectre or Thundercloud missiles. For self defense there is an internal magazine feeding two launchers along the fuselage for Wraith or Massacre missiles. Two hardpoints for mounting individual Sunflare heavy ASMs are on the belly for non-stealthy missions. A minimum crew of two is required to operate the craft, a dedicated pilot and an operator for the extensive ECM and stealth suites. Intended for long sorties there is a spartan - euphemistically referred to as &amp;quot;efficient&amp;quot; in the design documents - internal space for the crew to rest in.  Total life support is for a deployment crew of four persons for up to ten days, though most sorties are planned for a crew of two to stretch the loiter length and take advantage of passive stealth to allow the crew to rest. Internal access is from a cramped hatch directly behind the chin Xiphos turret.&lt;br /&gt;
&lt;br /&gt;
	The Marathon was designed in the PHILIPPIDES program to be a devastating raiding craft that can be flexibly used as a stealthy precision and medium bomber. As of this writing, the Marathon has been deployed in both roles against non-combat and light fleet assets but has not yet been used against major warships. The PHILIPPIDES program provided for above average subspace maneuverability to aid in quick exfiltration after delivering its payload and wargaming shows that a small number of well-supplied Marathon wings could interdict Shivan convoys with near impunity. In the event of another Shivan incursion, all Marathon wings are expected to be deployed in this role to buy the Alliance as much time as possible to analyze the nature and scope of the threat. Any pilot assigned to these craft can expect to quickly find themselves behind Shivan lines should the enemy return. &lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the site of an important battle in ancient Greece.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Stealth/Strike Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Nankam Aeronautical&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Low&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 7.5, 7.4, 7.5 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80 - 100 mps forward, 20 mps aft, 10 mps lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 190 mps forward &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 46 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Xiphos]], [[Kiya]], [[Makhaira]], [[Sarrisa]], [[Khopesh]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 64&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 288&lt;br /&gt;
| [[Firelance]]&lt;br /&gt;
| [[Firelance]], [[Shadowhawk]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th (Loud Only)&lt;br /&gt;
| 96&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|In current tables the Marathon has an unusual afterburner with very long &#039;run up&#039;. This design is meant for particular kinds of missions and hasn&#039;t been well refined yet. You might want to change it for conventional uses. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;br /&gt;
&lt;br /&gt;
==View on P3D:==&lt;br /&gt;
*https://p3d.in/rPBf3&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63819</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63819"/>
		<updated>2022-07-08T04:31:48Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMardukThumb.png]]|link=[[AchillesMardukThumb.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTF Achilles has been the highly public face of the enormous breakthroughs powering the next generation of Alliance technology for the last three years. The Achilles has been shown regularly at official functions and has seen some small-scale action against high profile pirate groups, but procurement programs have not resulted in Morgan Technologies and Destiny Industries providing anywhere near the number of spaceframes the Alliance public is clamoring for. Only small numbers are available for critical missions and on modern Destroyers and installations near potential hot spots even after continual budget increases.&lt;br /&gt;
&lt;br /&gt;
The Achilles’s primary role is as a superheavy interceptor. It’s eight primary afterburners can operate at full power for 25 seconds at significantly higher speeds than any Capella-era interceptor, allowing it to rapidly reposition between hot spots in a chaotic battlespace. Additionally the frame mounts six reverse afterburners for nearly as much thrust backwards, allowing the Achilles to turn and shower pursuers with its withering armament. Full 3d mobility is provided by dozens of reverse and turning thrusters, giving the enormous ship startling nimbleness and the ability to slide and reverse freely.&lt;br /&gt;
&lt;br /&gt;
In support of its mission to quickly destroy any opposition and move on to the next hot spot, the Achilles is equipped with eight high capacity direct fire weapon mounts in two banks of four.  Sporting an incredible power supply, the Achilles can dogfight with greater lethality than the GTF Erinyes. The same power plant also supports extensive shielding, allowing the Achilles to survive pitched battles or short engagements alike. For secondary armament, the craft has an internal magazine capable of launching Wraith and Massacre chassis missiles through four launchers, as well as two sets of external pylons compatible with Spectre, Thundercloud, and Shadowhawk missiles. A large articulated belly hardpoint is compatible with either the CATAPULT missile pod or the PASIPHAE-chassis heavy gunpods. &lt;br /&gt;
&lt;br /&gt;
A truly massive fighter, the Achilles measures 28 meters in length and with all surfaces deployed 24.8 meters in width and 9.3 meters in height. It is the product of the TABLET and STYX breakthrough technology programs as well as the SWORDSMAN strike craft development program’s APEX initiative. It is composed of 75% classified material by volume. Unauthorized access to the internals of the ship is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
The only significant flaw of the Achilles is that in no small part due to its laundry list of features it is an enormous target, but it can survive huge amounts of incoming fire and dish it back out. In comparison to modern craft, the Achilles has slightly stronger armor than the GTF Otrera heavy fighter and stronger shields that recharge more rapidly than the GTF Theia. This ship is designed to provide the kind of fighting capability that the Alliance did not have on Capella’s last, darkest day. Able to bring the fight successfully to any kind of Shivan ship and demonstrating an enormous leap in capabilities compared to the Myrmidon, Ares, and Erinyes spaceframes of the last war, the Achilles is as much a political weapon as it is a military one. It is in fact often showcased alongside those older fighter craft instead of more modern equivalents such as the Otrera, Lampeto, Theia, or Hippolyta. With the Achilles, the leadership of the Alliance has been able to reassure a terrified populace that despite what is common knowledge of the Shivan’s raw strength, the Alliance maintains enough of a technological edge that it can still protect them. &lt;br /&gt;
&lt;br /&gt;
Try not to get it blown up. We need all of these we can get.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mps aft, 45 mps lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools, if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use its glide and full strafe capabilies}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;br /&gt;
&lt;br /&gt;
==View on P3D==&lt;br /&gt;
* https://p3d.in/IZc04 animations not all implemented in game&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63818</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63818"/>
		<updated>2022-07-08T04:31:26Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMardukThumb.png]]|link=[[AchillesMardukThumb.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTF Achilles has been the highly public face of the enormous breakthroughs powering the next generation of Alliance technology for the last three years. The Achilles has been shown regularly at official functions and has seen some small-scale action against high profile pirate groups, but procurement programs have not resulted in Morgan Technologies and Destiny Industries providing anywhere near the number of spaceframes the Alliance public is clamoring for. Only small numbers are available for critical missions and on modern Destroyers and installations near potential hot spots even after continual budget increases.&lt;br /&gt;
&lt;br /&gt;
The Achilles’s primary role is as a superheavy interceptor. It’s eight primary afterburners can operate at full power for 25 seconds at significantly higher speeds than any Capella-era interceptor, allowing it to rapidly reposition between hot spots in a chaotic battlespace. Additionally the frame mounts six reverse afterburners for nearly as much thrust backwards, allowing the Achilles to turn and shower pursuers with its withering armament. Full 3d mobility is provided by dozens of reverse and turning thrusters, giving the enormous ship startling nimbleness and the ability to slide and reverse freely.&lt;br /&gt;
&lt;br /&gt;
In support of its mission to quickly destroy any opposition and move on to the next hot spot, the Achilles is equipped with eight high capacity direct fire weapon mounts in two banks of four.  Sporting an incredible power supply, the Achilles can dogfight with greater lethality than the GTF Erinyes. The same power plant also supports extensive shielding, allowing the Achilles to survive pitched battles or short engagements alike. For secondary armament, the craft has an internal magazine capable of launching Wraith and Massacre chassis missiles through four launchers, as well as two sets of external pylons compatible with Spectre, Thundercloud, and Shadowhawk missiles. A large articulated belly hardpoint is compatible with either the CATAPULT missile pod or the PASIPHAE-chassis heavy gunpods. &lt;br /&gt;
&lt;br /&gt;
A truly massive fighter, the Achilles measures 28 meters in length and with all surfaces deployed 24.8 meters in width and 9.3 meters in height. It is the product of the TABLET and STYX breakthrough technology programs as well as the SWORDSMAN strike craft development program’s APEX initiative. It is composed of 75% classified material by volume. Unauthorized access to the internals of the ship is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
The only significant flaw of the Achilles is that in no small part due to its laundry list of features it is an enormous target, but it can survive huge amounts of incoming fire and dish it back out. In comparison to modern craft, the Achilles has slightly stronger armor than the GTF Otrera heavy fighter and stronger shields that recharge more rapidly than the GTF Theia. This ship is designed to provide the kind of fighting capability that the Alliance did not have on Capella’s last, darkest day. Able to bring the fight successfully to any kind of Shivan ship and demonstrating an enormous leap in capabilities compared to the Myrmidon, Ares, and Erinyes spaceframes of the last war, the Achilles is as much a political weapon as it is a military one. It is in fact often showcased alongside those older fighter craft instead of more modern equivalents such as the Otrera, Lampeto, Theia, or Hippolyta. With the Achilles, the leadership of the Alliance has been able to reassure a terrified populace that despite what is common knowledge of the Shivan’s raw strength, the Alliance maintains enough of a technological edge that it can still protect them. &lt;br /&gt;
&lt;br /&gt;
Try not to get it blown up. We need all of these we can get.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mps aft, 45 mps lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools, if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use its glide and full strafe capabilies}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;br /&gt;
&lt;br /&gt;
==View on P3D==&lt;br /&gt;
* https://fsnebula.org/mod/Warmachine animations not all implemented in game&lt;br /&gt;
&lt;br /&gt;
https://p3d.in/IZc04&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Achilles&amp;diff=63817</id>
		<title>Achilles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Achilles&amp;diff=63817"/>
		<updated>2022-07-08T03:55:45Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Created page with &amp;quot;{{DisambiguationScreens|screen1=GTIAchilles_HTL.jpg| screen1cap=The TI Achilles| screen2=GTFAchilles.jpg| screen2cap=The Earth Defense GTF Achilles| screen3=AchillesMa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DisambiguationScreens|screen1=GTIAchilles_HTL.jpg| screen1cap=The [[TI Achilles]]| screen2=GTFAchilles.jpg| screen2cap=The Earth Defense [[GTF Achilles]]| screen3=AchillesMardukThumb.png| screen3cap=The Warmachine [[GTF_Achilles_(Warmachine)|GTF Achilles]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*[[TI Achilles]] - a [[Terran]] installation originally by Woomeister, updated by Nyctaeus&lt;br /&gt;
*[[GTF Achilles]] - a [[Terran]] fighter made by Petrev and Freespaceking&lt;br /&gt;
*[[GTF Achilles (Warmachine)]] - a [[Terran]] fighter made by Talhydras&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63816</id>
		<title>GTB Marathon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63816"/>
		<updated>2022-07-07T00:16:44Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:WM_Marathon_Thumb.png]]|link=[[WM_Marathon.PNG]]|caption=GTB Marathon (Loud config)}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTB Marathon is based on the stealth technology first deployed on the Pegasus fighter of the last war. Marathon is an interim craft, taking technologies that were cutting edge in the Second Incursion and bringing them to full maturation. It has been procured in small numbers for the last seven years. Unlike its small predecessor, the Marathon is a large bomber, measuring just under 46m in length and 36m in width, with a height of 12.6m.&lt;br /&gt;
&lt;br /&gt;
	The Marathon can be operated in two modes. Primarily it is operated in a stealthy configuration. It can also be flown in a &amp;quot;loud&amp;quot; configuration with better performance and additional weapons. Unlike conventional craft, the ship&#039;s afterburners do not provide a sudden burst of high speed in stealth mode. Instead, the Marathon&#039;s afterburners provide slow, steady, and most importantly stealthy acceleration over a much longer period of time. It takes half a minute to reach maximum speed while maintaining a stealthy profile, but that speed combined with the stealthy nature of the ship renders it almost physically impossible for this ship to be intercepted before it can strike its target - the Marathon will traverse the window where sensors can detect it in 2.67 seconds.&lt;br /&gt;
&lt;br /&gt;
	The Marathon&#039;s primary mission is to use stealth to slip into range of larger Shivan ships or installations and unleash specialized Firelance bombs while flying at high speeds and at close range.  In support of that role, it has four massive shielded bomb bays. These are backed up by two articulated panels shielding a cluster of six direct fire hardpoints and a front-mounted quad Xiphos turret to provide the ship some self defense means.&lt;br /&gt;
&lt;br /&gt;
	While not at all maneuverable, the Marathon does have integrated reverse thrusters and can be flown in non-stealthy configurations where it can take advantage of two additional ventral missile stanchions. The main missile pods can carry a payload of twelve Shadowhawk anti-ship missiles or Firelance bombs. On two winglets midships are four stanchions for a respectable armament of Spectre or Thundercloud missiles. For self defense there is an internal magazine feeding two launchers along the fuselage for Wraith or Massacre missiles. Two hardpoints for mounting individual Sunflare heavy ASMs are on the belly for non-stealthy missions. A minimum crew of two is required to operate the craft, a dedicated pilot and an operator for the extensive ECM and stealth suites. Intended for long sorties there is a spartan - euphemistically referred to as &amp;quot;efficient&amp;quot; in the design documents - internal space for the crew to rest in.  Total life support is for a deployment crew of four persons for up to ten days, though most sorties are planned for a crew of two to stretch the loiter length and take advantage of passive stealth to allow the crew to rest. Internal access is from a cramped hatch directly behind the chin Xiphos turret.&lt;br /&gt;
&lt;br /&gt;
	The Marathon was designed in the PHILIPPIDES program to be a devastating raiding craft that can be flexibly used as a stealthy precision and medium bomber. As of this writing, the Marathon has been deployed in both roles against non-combat and light fleet assets but has not yet been used against major warships. The PHILIPPIDES program provided for above average subspace maneuverability to aid in quick exfiltration after delivering its payload and wargaming shows that a small number of well-supplied Marathon wings could interdict Shivan convoys with near impunity. In the event of another Shivan incursion, all Marathon wings are expected to be deployed in this role to buy the Alliance as much time as possible to analyze the nature and scope of the threat. Any pilot assigned to these craft can expect to quickly find themselves behind Shivan lines should the enemy return. &lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the site of an important battle in ancient Greece.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Stealth/Strike Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Nankam Aeronautical&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Low&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 7.5, 7.4, 7.5 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80 - 100 mps forward, 20 mbps aft, 10 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 190 mps forward &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 46 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Xiphos]], [[Kiya]], [[Makhaira]], [[Sarrisa]], [[Khopesh]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 64&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 288&lt;br /&gt;
| [[Firelance]]&lt;br /&gt;
| [[Firelance]], [[Shadowhawk]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th (Loud Only)&lt;br /&gt;
| 96&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|In current tables the Marathon has an unusual afterburner with very long &#039;run up&#039;. This design is meant for particular kinds of missions and hasn&#039;t been well refined yet. You might want to change it for conventual uses. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63815</id>
		<title>GTB Marathon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63815"/>
		<updated>2022-07-07T00:15:08Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:WM_Marathon_Thumb.png]]|link=[[WM_Marathon.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTB Marathon is based on the stealth technology first deployed on the Pegasus fighter of the last war. Marathon is an interim craft, taking technologies that were cutting edge in the Second Incursion and bringing them to full maturation. It has been procured in small numbers for the last seven years. Unlike its small predecessor, the Marathon is a large bomber, measuring just under 46m in length and 36m in width, with a height of 12.6m.&lt;br /&gt;
&lt;br /&gt;
	The Marathon can be operated in two modes. Primarily it is operated in a stealthy configuration. It can also be flown in a &amp;quot;loud&amp;quot; configuration with better performance and additional weapons. Unlike conventional craft, the ship&#039;s afterburners do not provide a sudden burst of high speed in stealth mode. Instead, the Marathon&#039;s afterburners provide slow, steady, and most importantly stealthy acceleration over a much longer period of time. It takes half a minute to reach maximum speed while maintaining a stealthy profile, but that speed combined with the stealthy nature of the ship renders it almost physically impossible for this ship to be intercepted before it can strike its target - the Marathon will traverse the window where sensors can detect it in 2.67 seconds.&lt;br /&gt;
&lt;br /&gt;
	The Marathon&#039;s primary mission is to use stealth to slip into range of larger Shivan ships or installations and unleash specialized Firelance bombs while flying at high speeds and at close range.  In support of that role, it has four massive shielded bomb bays. These are backed up by two articulated panels shielding a cluster of six direct fire hardpoints and a front-mounted quad Xiphos turret to provide the ship some self defense means.&lt;br /&gt;
&lt;br /&gt;
	While not at all maneuverable, the Marathon does have integrated reverse thrusters and can be flown in non-stealthy configurations where it can take advantage of two additional ventral missile stanchions. The main missile pods can carry a payload of twelve Shadowhawk anti-ship missiles or Firelance bombs. On two winglets midships are four stanchions for a respectable armament of Spectre or Thundercloud missiles. For self defense there is an internal magazine feeding two launchers along the fuselage for Wraith or Massacre missiles. Two hardpoints for mounting individual Sunflare heavy ASMs are on the belly for non-stealthy missions. A minimum crew of two is required to operate the craft, a dedicated pilot and an operator for the extensive ECM and stealth suites. Intended for long sorties there is a spartan - euphemistically referred to as &amp;quot;efficient&amp;quot; in the design documents - internal space for the crew to rest in.  Total life support is for a deployment crew of four persons for up to ten days, though most sorties are planned for a crew of two to stretch the loiter length and take advantage of passive stealth to allow the crew to rest. Internal access is from a cramped hatch directly behind the chin Xiphos turret.&lt;br /&gt;
&lt;br /&gt;
	The Marathon was designed in the PHILIPPIDES program to be a devastating raiding craft that can be flexibly used as a stealthy precision and medium bomber. As of this writing, the Marathon has been deployed in both roles against non-combat and light fleet assets but has not yet been used against major warships. The PHILIPPIDES program provided for above average subspace maneuverability to aid in quick exfiltration after delivering its payload and wargaming shows that a small number of well-supplied Marathon wings could interdict Shivan convoys with near impunity. In the event of another Shivan incursion, all Marathon wings are expected to be deployed in this role to buy the Alliance as much time as possible to analyze the nature and scope of the threat. Any pilot assigned to these craft can expect to quickly find themselves behind Shivan lines should the enemy return. &lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the site of an important battle in ancient Greece.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Stealth/Strike Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Nankam Aeronautical&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Low&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 7.5, 7.4, 7.5 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80 - 100 mps forward, 20 mbps aft, 10 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 190 mps forward &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 46 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Xiphos]], [[Kiya]], [[Makhaira]], [[Sarrisa]], [[Khopesh]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 64&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 288&lt;br /&gt;
| [[Firelance]]&lt;br /&gt;
| [[Firelance]], [[Shadowhawk]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th (Loud Only)&lt;br /&gt;
| 96&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|In current tables the Marathon has an unusual afterburner with very long &#039;run up&#039;. This design is meant for particular kinds of missions and hasn&#039;t been well refined yet. You might want to change it for conventual uses. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63814</id>
		<title>GTB Marathon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Marathon&amp;diff=63814"/>
		<updated>2022-07-07T00:14:04Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Created page with &amp;quot;{{WMArticle}}  {{shipimage|image=Image:WM_Marathon_Thumb.png|link=WM_Marathon.PNG|caption=GTF Achilles}}  ==Description:==  ===Warmachine R2 Tech Description=== The GT...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:WM_Marathon_Thumb.png]]|link=[[WM_Marathon.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTB Marathon is based on the stealth technology first deployed on the Pegasus fighter of the last war. Marathon is an interim craft, taking technologies that were cutting edge in the Second Incursion and bringing them to full maturation. It has been procured in small numbers for the last seven years. Unlike its small predecessor, the Marathon is a large bomber, measuring just under 46m in length and 36m in width, with a height of 12.6m.&lt;br /&gt;
&lt;br /&gt;
	The Marathon can be operated in two modes. Primarily it is operated in a stealthy configuration. It can also be flown in a &amp;quot;loud&amp;quot; configuration with better performance and additional weapons. Unlike conventional craft, the ship&#039;s afterburners do not provide a sudden burst of high speed in stealth mode. Instead, the Marathon&#039;s afterburners provide slow, steady, and most importantly stealthy acceleration over a much longer period of time. It takes half a minute to reach maximum speed while maintaining a stealthy profile, but that speed combined with the stealthy nature of the ship renders it almost physically impossible for this ship to be intercepted before it can strike its target - the Marathon will traverse the window where sensors can detect it in 2.67 seconds.&lt;br /&gt;
&lt;br /&gt;
	The Marathon&#039;s primary mission is to use stealth to slip into range of larger Shivan ships or installations and unleash specialized Firelance bombs while flying at high speeds and at close range.  In support of that role, it has four massive shielded bomb bays. These are backed up by two articulated panels shielding a cluster of six direct fire hardpoints and a front-mounted quad Xiphos turret to provide the ship some self defense means.&lt;br /&gt;
&lt;br /&gt;
	While not at all maneuverable, the Marathon does have integrated reverse thrusters and can be flown in non-stealthy configurations where it can take advantage of two additional ventral missile stanchions. The main missile pods can carry a payload of twelve Shadowhawk anti-ship missiles or Firelance bombs. On two winglets midships are four stanchions for a respectable armament of Spectre or Thundercloud missiles. For self defense there is an internal magazine feeding two launchers along the fuselage for Wraith or Massacre missiles. Two hardpoints for mounting individual Sunflare heavy ASMs are on the belly for non-stealthy missions. A minimum crew of two is required to operate the craft, a dedicated pilot and an operator for the extensive ECM and stealth suites. Intended for long sorties there is a spartan - euphemistically referred to as &amp;quot;efficient&amp;quot; in the design documents - internal space for the crew to rest in.  Total life support is for a deployment crew of four persons for up to ten days, though most sorties are planned for a crew of two to stretch the loiter length and take advantage of passive stealth to allow the crew to rest. Internal access is from a cramped hatch directly behind the chin Xiphos turret.&lt;br /&gt;
&lt;br /&gt;
	The Marathon was designed in the PHILIPPIDES program to be a devastating raiding craft that can be flexibly used as a stealthy precision and medium bomber. As of this writing, the Marathon has been deployed in both roles against non-combat and light fleet assets but has not yet been used against major warships. The PHILIPPIDES program provided for above average subspace maneuverability to aid in quick exfiltration after delivering its payload and wargaming shows that a small number of well-supplied Marathon wings could interdict Shivan convoys with near impunity. In the event of another Shivan incursion, all Marathon wings are expected to be deployed in this role to buy the Alliance as much time as possible to analyze the nature and scope of the threat. Any pilot assigned to these craft can expect to quickly find themselves behind Shivan lines should the enemy return. &lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the site of an important battle in ancient Greece.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Stealth/Strike Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Nankam Aeronautical&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 7.5, 7.4, 7.5 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 80 - 100 mps forward, 20 mbps aft, 10 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 190 mps forward &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 46 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Xiphos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Xiphos]], [[Kiya]], [[Makhaira]], [[Sarrisa]], [[Khopesh]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 64&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 288&lt;br /&gt;
| [[Firelance]]&lt;br /&gt;
| [[Firelance]], [[Shadowhawk]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th (Loud Only)&lt;br /&gt;
| 96&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
| [[Sunflare]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|In current tables the Marathon has an unusual afterburner with very long &#039;run up&#039;. This design is meant for particular kinds of missions and hasn&#039;t been well refined yet. You might want to change it for conventual uses. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:WM_Marathon_Thumb.png&amp;diff=63813</id>
		<title>File:WM Marathon Thumb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:WM_Marathon_Thumb.png&amp;diff=63813"/>
		<updated>2022-07-07T00:13:35Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:WM_Marathon.PNG&amp;diff=63812</id>
		<title>File:WM Marathon.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:WM_Marathon.PNG&amp;diff=63812"/>
		<updated>2022-07-07T00:13:17Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63801</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63801"/>
		<updated>2022-06-12T03:31:49Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.&lt;br /&gt;
}}&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +Base: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +Base: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +Base: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63798</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=63798"/>
		<updated>2022-06-06T00:50:55Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-05-29|cfdeeb7109248248d5437e635e509ca0ae65247e}}&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;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&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;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@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 Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&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;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwies }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$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;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$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;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&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;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes 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:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this 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;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 1 -&amp;gt; 0 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&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;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&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;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&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;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&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;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the 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;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&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;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&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 $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63797</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63797"/>
		<updated>2022-06-06T00:02:21Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2021-12-02|c5410c6}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.&lt;br /&gt;
}}&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +Base: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +Base: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +Base: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63796</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=63796"/>
		<updated>2022-06-06T00:01:50Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2021-12-02|c5410c6}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.&lt;br /&gt;
}}&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Used for configuring the piecewise power curve tonemappers. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Worlds] for detailed breakdown of the specifics.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laesr light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +Base: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +Base: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +Base: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63790</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63790"/>
		<updated>2022-05-31T20:25:24Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* Warmachine R2 Tech Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMardukThumb.png]]|link=[[AchillesMardukThumb.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
The GTF Achilles has been the highly public face of the enormous breakthroughs powering the next generation of Alliance technology for the last three years. The Achilles has been shown regularly at official functions and has seen some small-scale action against high profile pirate groups, but procurement programs have not resulted in Morgan Technologies and Destiny Industries providing anywhere near the number of spaceframes the Alliance public is clamoring for. Only small numbers are available for critical missions and on modern Destroyers and installations near potential hot spots even after continual budget increases.&lt;br /&gt;
&lt;br /&gt;
The Achilles’s primary role is as a superheavy interceptor. It’s eight primary afterburners can operate at full power for 25 seconds at significantly higher speeds than any Capella-era interceptor, allowing it to rapidly reposition between hot spots in a chaotic battlespace. Additionally the frame mounts six reverse afterburners for nearly as much thrust backwards, allowing the Achilles to turn and shower pursuers with its withering armament. Full 3d mobility is provided by dozens of reverse and turning thrusters, giving the enormous ship startling nimbleness and the ability to slide and reverse freely.&lt;br /&gt;
&lt;br /&gt;
In support of its mission to quickly destroy any opposition and move on to the next hot spot, the Achilles is equipped with eight high capacity direct fire weapon mounts in two banks of four.  Sporting an incredible power supply, the Achilles can dogfight with greater lethality than the GTF Erinyes. The same power plant also supports extensive shielding, allowing the Achilles to survive pitched battles or short engagements alike. For secondary armament, the craft has an internal magazine capable of launching Wraith and Massacre chassis missiles through four launchers, as well as two sets of external pylons compatible with Spectre, Thundercloud, and Shadowhawk missiles. A large articulated belly hardpoint is compatible with either the CATAPULT missile pod or the PASIPHAE-chassis heavy gunpods. &lt;br /&gt;
&lt;br /&gt;
A truly massive fighter, the Achilles measures 28 meters in length and with all surfaces deployed 24.8 meters in width and 9.3 meters in height. It is the product of the TABLET and STYX breakthrough technology programs as well as the SWORDSMAN strike craft development program’s APEX initiative. It is composed of 75% classified material by volume. Unauthorized access to the internals of the ship is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
The only significant flaw of the Achilles is that in no small part due to its laundry list of features it is an enormous target, but it can survive huge amounts of incoming fire and dish it back out. In comparison to modern craft, the Achilles has slightly stronger armor than the GTF Otrera heavy fighter and stronger shields that recharge more rapidly than the GTF Theia. This ship is designed to provide the kind of fighting capability that the Alliance did not have on Capella’s last, darkest day. Able to bring the fight successfully to any kind of Shivan ship and demonstrating an enormous leap in capabilities compared to the Myrmidon, Ares, and Erinyes spaceframes of the last war, the Achilles is as much a political weapon as it is a military one. It is in fact often showcased alongside those older fighter craft instead of more modern equivalents such as the Otrera, Lampeto, Theia, or Hippolyta. With the Achilles, the leadership of the Alliance has been able to reassure a terrified populace that despite what is common knowledge of the Shivan’s raw strength, the Alliance maintains enough of a technological edge that it can still protect them. &lt;br /&gt;
&lt;br /&gt;
Try not to get it blown up. We need all of these we can get.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mbps aft, 45 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools, if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use its glide and full strafe capabilies}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63785</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63785"/>
		<updated>2022-05-31T03:03:19Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMardukThumb.png]]|link=[[AchillesMardukThumb.PNG]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
A truly massive fighter, the Achilles is composed of 75% classified material by volume. All the panels marked CLASSIFICATION LEVEL: UPSILON, or TABLET-STYX PROGRAM are backed up by this ship&#039;s full marine contingent and that&#039;s before flight ops gets their hands on you if you ruin their opportunity to work on the latest and greatest. All we know for sure is that the Achilles possesses massive firepower, a combination of internal missile bays and external mounting points, and has both durable armor and a shield that can shrug off damage like a Seraphim. All of that pales to the powerful thrusters, and something Destiny Industries and Morgan Technologies has been cooking up is powering those thrusters because the Achilles has full three-D acceleration and can afterburn for ages. The Achilles is an enormous target, but can survive all that incoming fire and dish it back out. This thing can run rings around the Perseus interceptor while loaded down with a battery of antiship missiles and those heavy Enyo cannons. If it&#039;s an option, consider taking it or the Ishtar.&lt;br /&gt;
&lt;br /&gt;
	Try not to get it blown up, there aren&#039;t very many of these fighters.&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mbps aft, 45 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools, if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use it&#039;s glide and full strafe capabilies}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:AchillesMardukThumb.png&amp;diff=63784</id>
		<title>File:AchillesMardukThumb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:AchillesMardukThumb.png&amp;diff=63784"/>
		<updated>2022-05-31T03:02:03Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63783</id>
		<title>GTF Achilles (Warmachine)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Achilles_(Warmachine)&amp;diff=63783"/>
		<updated>2022-05-31T02:59:52Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Created page with &amp;quot;{{WMArticle}}  {{shipimage|image=Image:AchillesMarduk.png|caption=GTF Achilles}}  ==Description:==  ===Warmachine R2 Tech Description=== A truly massive fighter, the Achil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WMArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:AchillesMarduk.png]]|caption=GTF Achilles}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2 Tech Description===&lt;br /&gt;
A truly massive fighter, the Achilles is composed of 75% classified material by volume. All the panels marked CLASSIFICATION LEVEL: UPSILON, or TABLET-STYX PROGRAM are backed up by this ship&#039;s full marine contingent and that&#039;s before flight ops gets their hands on you if you ruin their opportunity to work on the latest and greatest. All we know for sure is that the Achilles possesses massive firepower, a combination of internal missile bays and external mounting points, and has both durable armor and a shield that can shrug off damage like a Seraphim. All of that pales to the powerful thrusters, and something Destiny Industries and Morgan Technologies has been cooking up is powering those thrusters because the Achilles has full three-D acceleration and can afterburn for ages. The Achilles is an enormous target, but can survive all that incoming fire and dish it back out. This thing can run rings around the Perseus interceptor while loaded down with a battery of antiship missiles and those heavy Enyo cannons. If it&#039;s an option, consider taking it or the Ishtar.&lt;br /&gt;
&lt;br /&gt;
	Try not to get it blown up, there aren&#039;t very many of these fighters.&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Produced by &#039;&#039;&#039;Talhydras&#039;&#039;&#039;&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named after the greek hero of the Trojan War.&lt;br /&gt;
==Performance:==&lt;br /&gt;
&lt;br /&gt;
===Warmachine R2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Advanced Space Superiority &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Destiny Industries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Yaw, Pitch, Roll|Yaw, Pitch, Roll]]&#039;&#039;&#039;&lt;br /&gt;
| 2.9, 2.9, 3.2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 95 - 145 mps forward, 70 mbps aft, 45 mpbs lateral&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 240 mps forward, 170 aft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 445&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 28.1 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sarrisa]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Enyo]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| colspan=3| [[Amirani]], [[Enyo]], [[Khopesh]], [[Kiya]], [[Makhaira]], [[Sarissa]], [[Xiphos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;background:#701919;&amp;quot;| &#039;&#039;&#039;Warmachine&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard&lt;br /&gt;
| style=&amp;quot;width:340px&amp;quot; |Compatible&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[Massacre]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Osiris pod]], [[Hypnos Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[Wraith]]&lt;br /&gt;
| [[Massacre]], [[Regret]], [[Wraith]], [[Tiamat pod]], [[Marduk Pod]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 96&lt;br /&gt;
| [[Spectre]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 96&lt;br /&gt;
| [[Thundercloud]]&lt;br /&gt;
| [[Spectre]], [[Phantom]], [[Thundercloud]], [[Shadowhawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Achilles is power fantasy in fighter form. Able to mount all but the heaviest missiles and with enough banks to bring a variety of tools, if you see it&#039;s available you&#039;ll probably need it. Don&#039;t forget to use it&#039;s glide and full strafe capabilies}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Warmachine: https://fsnebula.org/mod/Warmachine&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:AchillesMarduk.PNG&amp;diff=63782</id>
		<title>File:AchillesMarduk.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:AchillesMarduk.PNG&amp;diff=63782"/>
		<updated>2022-05-31T02:59:35Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: GTF Achilles mounting a Marduk weapon pod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
GTF Achilles mounting a Marduk weapon pod&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:WMArticle&amp;diff=63781</id>
		<title>Template:WMArticle</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:WMArticle&amp;diff=63781"/>
		<updated>2022-05-31T02:28:27Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Created page with &amp;quot;link=Warmachine {| border=0 align=center cellpadding=0 cellspacing=10 width=512px style=&amp;quot;margin: 1 1 1em 1em; background: #000000; borde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WarmachineBannerKN.png|center|link=Warmachine]]&lt;br /&gt;
{| border=0 align=center cellpadding=0 cellspacing=10 width=512px style=&amp;quot;margin: 1 1 1em 1em; background: #000000; border: 1px #000 solid; border-collapse: collapse; font-size: 100%;&amp;quot;&lt;br /&gt;
|- align = &amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 25px; background: #000; 100%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;The following information pertains to the [[Warmachine]] mod and is not canon to either Freespace or [[Blue Planet]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{#ifeq:{{FULLPAGENAME}}|Category:Warmachine||[[Category:Warmachine|{{PAGENAME}}]]}}[[Category:Non-canon]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|WMArticle]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:WarmachineBannerKN.png&amp;diff=63780</id>
		<title>File:WarmachineBannerKN.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:WarmachineBannerKN.png&amp;diff=63780"/>
		<updated>2022-05-31T02:27:16Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Big warmachine banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Big warmachine banner&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sounds.tbl&amp;diff=63773</id>
		<title>Sounds.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sounds.tbl&amp;diff=63773"/>
		<updated>2022-05-24T04:40:03Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* +Limit: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion| 344502c (Git commit)}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;sounds.tbl&#039;&#039;&#039; is a file for defining the various sounds played ingame.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table file consists of several sections&lt;br /&gt;
*First section defines the sound for the actual game play. It begins at &#039;&#039;&#039;#Game Sounds Start&#039;&#039;&#039; and ends at&#039;&#039;&#039;#Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Second section defines the interface sounds. It starts at &#039;&#039;&#039;#Interface Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Third section defines the flyby sounds for different species. It begins at &#039;&#039;&#039;#Flyby Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
*This table has three possible syntaxes. The &amp;quot;Sound set&amp;quot; syntax allows to use multiple sounds. The &amp;quot;SCP Syntax&amp;quot; was introduced as a general improvement over the retail Syntax and is very similar to the sound set syntax.&lt;br /&gt;
**The Sound set syntax allows to specify multiple sound files for one sound entry and also has a wider variety of options for specifying how the sound should be played. This syntax is based on the SCP syntax and it should be easy to adapt sound entries that use the SCP syntax to the new sound set syntax. This is only required if the new features of the sound set changes are to be used. Otherwise the SCP syntax can be used.&lt;br /&gt;
**The SCP Syntax is an improvement of the retail syntax whis is easier to read, and likely preferred for modular tables and extendability.&lt;br /&gt;
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility&lt;br /&gt;
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.&lt;br /&gt;
&lt;br /&gt;
==Sound set syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If this syntax is in use then the new sound set features can be used. These include the ability to use multiple sound files for one entry and with this feature it is possible to randomize the volume and pitch values when a sound is played. Compared to the SCP syntax there are only a few changes: Instead of &#039;&#039;+Filename&#039;&#039; this now uses &#039;&#039;+Entry&#039;&#039; and allows using that option as often as needed. The &#039;&#039;+Volume&#039;&#039; option accepts a random range for possible values and the &#039;&#039;+Pitch&#039;&#039; option is new.&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the &#039;&#039;&#039;+3D Sound&#039;&#039;&#039; entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Entry: breakup&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.60)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
    +Pitch: (1.0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Warning|&lt;br /&gt;
Unlike most other tables, existing entries cannot be overwritten/modified without the presence of &#039;&#039;&#039;+nocreate&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.5 1.0)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
{{Table222| &lt;br /&gt;
*Limit can now be set as high as 255&lt;br /&gt;
}}&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.9 1.1)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039; properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Entry: Crane_1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.5 1.0)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.9 1.1)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;THE FLYBY SECTION CANNOT USE +nocreate&#039;&#039;&#039;&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;&#039;$SPECIES:&#039;&#039;&#039; in the place of &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Entry: T_flyby1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Entry: T_flyby2&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*&#039;&#039;&#039;$Name&#039;&#039;&#039; must be replaced with &#039;&#039;&#039;$SPECIES&#039;&#039;&#039; as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a &#039;&#039;&#039;1&#039;&#039;&#039; or a &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.5 1.0)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.9 1.1)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCP Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the &#039;&#039;&#039;+3D Sound&#039;&#039;&#039; entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Filename: breakup&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.60&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Always required, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used and you don&#039;t want to change the original filename, then use &amp;lt;same&amp;gt; (including the &amp;lt;&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039; properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Filename: Crane_1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;THE FLYBY SECTION CANNOT USE +nocreate&#039;&#039;&#039;&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;&#039;$SPECIES:&#039;&#039;&#039; in the place of &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Filename: T_flyby1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Filename: T_flyby2&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*&#039;&#039;&#039;$Name&#039;&#039;&#039; must be replaced with &#039;&#039;&#039;$SPECIES&#039;&#039;&#039; as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a &#039;&#039;&#039;1&#039;&#039;&#039; or a &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Retail Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds that ought to be of type &#039;0&#039;, however all the other in-flight sounds are in general 3D sounds and ought to of type &#039;1&#039; (or type &#039;2&#039;).&lt;br /&gt;
*Type 0 sounds do not require the &#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;Seventh&#039;&#039;&#039; entries.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$Name:&#039;&#039; and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;). This defaults to 3D stereo if it is not available (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. Use type &#039;0&#039; sounds. The &#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;Seventh&#039;&#039;&#039; entries can be left out of sounds in this section.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 26 Crane_1.wav, 0, 0.50, 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$Name:&#039;&#039; and has five entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&#039;Empty&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;). This defaults to 3D stereo if it is not available (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds of type &#039;1&#039; for the &#039;&#039;&#039;Fifth&#039;&#039;&#039; value.&lt;br /&gt;
*Each flyby sound is defined on a single line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Retail flyby section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$SPECIES:&#039;&#039; and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type and should be set to 3D stereo sound (type &#039;1&#039;) (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the 3D sound where it is inaudible (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;  sounds.tbl *&lt;br /&gt;
;&lt;br /&gt;
;  file to specify general game sounds&lt;br /&gt;
;&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  ====&amp;gt;  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS &amp;lt;====*&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;&lt;br /&gt;
;  If a sound entry appears in this file, there is a hook into the game to&lt;br /&gt;
;  play the sound.  This file can only be modified to change *existing* sounds.&lt;br /&gt;
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to&lt;br /&gt;
;  this file will not make your sound appear in the game, it will more than&lt;br /&gt;
;  likely break something.&lt;br /&gt;
;&lt;br /&gt;
; 	If you don&#039;t want the sound to play, put none.wav as the sound to play.&lt;br /&gt;
;&lt;br /&gt;
;	The fields for a sound entry are:&lt;br /&gt;
;	1) unqiue sound signature&lt;br /&gt;
;	2) filename of the sound&lt;br /&gt;
;	3) flag to indicate sound should always be pre-loaded before a mission&lt;br /&gt;
;	4) the default volume (from 0.0 -&amp;gt; 1.0)&lt;br /&gt;
;	5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D&lt;br /&gt;
;	6) distance at which sound starts to attenuate (for 3d sounds only)&lt;br /&gt;
;	7) distance at which sound is inaudible (for 3d sounds only)&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds Start&lt;br /&gt;
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support&lt;br /&gt;
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)&lt;br /&gt;
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)&lt;br /&gt;
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon&lt;br /&gt;
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon&lt;br /&gt;
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)&lt;br /&gt;
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed &lt;br /&gt;
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)&lt;br /&gt;
$Name:	7	boom_3.wav,		0, 0.90, 2, 600, 1200	; * ship explosion 1 (3d sound)&lt;br /&gt;
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried&lt;br /&gt;
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success&lt;br /&gt;
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail&lt;br /&gt;
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success&lt;br /&gt;
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile&lt;br /&gt;
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle&lt;br /&gt;
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle&lt;br /&gt;
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)&lt;br /&gt;
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)&lt;br /&gt;
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)&lt;br /&gt;
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)&lt;br /&gt;
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)&lt;br /&gt;
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)&lt;br /&gt;
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)&lt;br /&gt;
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)&lt;br /&gt;
$Name:	23	vaporize2.wav,		0, 0.90, 0		; Destroyed by a beam (vaporized)&lt;br /&gt;
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)&lt;br /&gt;
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning&lt;br /&gt;
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left&lt;br /&gt;
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left&lt;br /&gt;
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)&lt;br /&gt;
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears&lt;br /&gt;
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears&lt;br /&gt;
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship&lt;br /&gt;
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)&lt;br /&gt;
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)&lt;br /&gt;
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)&lt;br /&gt;
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle&lt;br /&gt;
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)&lt;br /&gt;
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)&lt;br /&gt;
$Name:	41	select.wav,		0, 0.60, 0		; mouse click&lt;br /&gt;
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning&lt;br /&gt;
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful&lt;br /&gt;
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound&lt;br /&gt;
$Name:	45	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)&lt;br /&gt;
$Name:	46	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)&lt;br /&gt;
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed&lt;br /&gt;
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static&lt;br /&gt;
$Name:	49	boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)&lt;br /&gt;
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person&lt;br /&gt;
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)&lt;br /&gt;
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes&lt;br /&gt;
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)&lt;br /&gt;
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)&lt;br /&gt;
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete&lt;br /&gt;
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	59	atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)&lt;br /&gt;
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)&lt;br /&gt;
$Name:	62	ast_lghit.wav,		0, 0.80, 1, 750, 1500	; ** large asteroid blows up (3d sound)&lt;br /&gt;
$Name:	63	ast_smhit.wav,		0, 0.80, 1, 500, 1000	; ** small asteroid blows up (3d sound)&lt;br /&gt;
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start&lt;br /&gt;
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended&lt;br /&gt;
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)&lt;br /&gt;
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound&lt;br /&gt;
$Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	69	warp_open.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)&lt;br /&gt;
$Name:	70	warp_close.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)&lt;br /&gt;
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient&lt;br /&gt;
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)&lt;br /&gt;
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)&lt;br /&gt;
$Name:	74	Evaded.wav,		0, 0.70, 0		; &amp;quot;evaded&amp;quot; HUD popup&lt;br /&gt;
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient&lt;br /&gt;
;&lt;br /&gt;
; Weapons section&lt;br /&gt;
;&lt;br /&gt;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; SD-4 Sidearm laser fired&lt;br /&gt;
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; DR-2 Scalpel fired&lt;br /&gt;
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; Flail II fired&lt;br /&gt;
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; Prometheus R laser fired&lt;br /&gt;
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; Prometheus S laser fired&lt;br /&gt;
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; GTW-66 Newton Cannon fired&lt;br /&gt;
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; UD-8 Kayser Laser fired&lt;br /&gt;
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; GTW-19 Circe laser fired&lt;br /&gt;
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; GTW-83 Lich laser fired&lt;br /&gt;
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; Laser impact&lt;br /&gt;
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser&lt;br /&gt;
$Name:	87	m_wasp.wav,		0, 0.80, 1,  50, 400	; rockeye missile launch&lt;br /&gt;
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; missile impact 1&lt;br /&gt;
$Name:	89	m_mag.wav,		0, 0.80, 1,  50, 400	; mag pulse missile launch&lt;br /&gt;
$Name:	90	m_fury.wav,		0, 0.80, 1,  50, 400	; fury missile launch&lt;br /&gt;
$Name:	91	m_shrike.wav,		0, 0.80, 1,  50, 400	; shrike missile launch&lt;br /&gt;
$Name:	92	m_angel.wav,		0, 0.80, 1,  50, 400	; angel fire missile launch&lt;br /&gt;
$Name:	93	m_cluster.wav,		0, 0.80, 1,  50, 400	; cluster bomb launch&lt;br /&gt;
$Name:	94	m_clusterb.wav,		0, 0.80, 1,  50, 400	; cluster baby bomb launch&lt;br /&gt;
$Name:	95	m_stiletto.wav,		0, 0.80, 1,  50, 400	; stiletto bomb launch&lt;br /&gt;
$Name:	96	m_tsunami.wav,		0, 0.80, 1,  50, 400	; tsunami bomb launch&lt;br /&gt;
$Name:	97	m_harbinger.wav,	0, 0.80, 1,  50, 400	; harbinger bomb launch&lt;br /&gt;
$Name:	98	m_mega.wav,		0, 0.80, 1,  50, 400	; mega wokka launch&lt;br /&gt;
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; countermeasure 1 launch&lt;br /&gt;
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)&lt;br /&gt;
$Name:	101	clusterboom.wav,	0, 0.80, 1, 750, 2000	; shockwave ignition (3d sound)&lt;br /&gt;
$Name:	102	m_swarm.wav,		0, 0.70, 1,  50, 400	; swarm missile sound (3d sound)&lt;br /&gt;
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)&lt;br /&gt;
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)&lt;br /&gt;
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)&lt;br /&gt;
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1&lt;br /&gt;
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2&lt;br /&gt;
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1&lt;br /&gt;
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2&lt;br /&gt;
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1&lt;br /&gt;
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound&lt;br /&gt;
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch&lt;br /&gt;
$Name:	117	boom_4.wav,		0, 0.80, 1, 400, 800	; Flak Gun Impact&lt;br /&gt;
$Name:	118	m_emp.wav,		0, 0.60, 1,  50, 400	; EMP Missle&lt;br /&gt;
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone&lt;br /&gt;
$Name:	120	Vaporize1.wav,		0, 0.70, 0		; Beam Hit 1&lt;br /&gt;
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop&lt;br /&gt;
$Name:	122	beam_up.wav,		0, 0.70, 2, 1500, 3000	; beam power up&lt;br /&gt;
$Name:	123	beam_down.wav,		0, 0.70, 2, 1500, 3000	; beam power down&lt;br /&gt;
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1&lt;br /&gt;
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2&lt;br /&gt;
;Ship Engine Sounds section&lt;br /&gt;
$Name:	126	ship_a1.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)&lt;br /&gt;
$Name:	127	ship_a2.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)&lt;br /&gt;
$Name:	128	ship_a3.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)&lt;br /&gt;
$Name:	129	ship_b1.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)&lt;br /&gt;
$Name:	130	ship_b2.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)&lt;br /&gt;
$Name:	131	ship_b3.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)&lt;br /&gt;
$Name:	132	ship_c1.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)&lt;br /&gt;
$Name:	133	ship_c2.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)&lt;br /&gt;
$Name:	134	ship_c3.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)&lt;br /&gt;
$Name:	135	beacon.wav,		0, 0.60, 1, 300, 600	; Repair ship beacon/engine sound (3d sound)&lt;br /&gt;
$Name:	136	capital1.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)&lt;br /&gt;
$Name:	137	capital2.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)&lt;br /&gt;
$Name:	138	capital3.wav,		0, 0.70, 1, 500, 1500	; Shivan capital engine (3d sound)&lt;br /&gt;
; Electrical arc sound fx on the debris pieces&lt;br /&gt;
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)&lt;br /&gt;
; Beam Sounds&lt;br /&gt;
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop&lt;br /&gt;
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop&lt;br /&gt;
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop&lt;br /&gt;
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop&lt;br /&gt;
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop&lt;br /&gt;
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop&lt;br /&gt;
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up&lt;br /&gt;
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up&lt;br /&gt;
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up&lt;br /&gt;
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up&lt;br /&gt;
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down&lt;br /&gt;
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down&lt;br /&gt;
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down&lt;br /&gt;
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down&lt;br /&gt;
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down&lt;br /&gt;
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down&lt;br /&gt;
$Name:	162	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	163	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	164	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	165	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	166	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	167	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	168	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	169	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	170	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	171	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	172	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	173	SupNova1.wav,		0, 1.00, 0		; SuperNova (distant)&lt;br /&gt;
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)&lt;br /&gt;
$Name:	175	ship_c4.wav,		0, 0.80, 1, 400, 800	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	176	ship_c5.wav,		0, 0.80, 1, 400, 1000	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop&lt;br /&gt;
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop&lt;br /&gt;
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop&lt;br /&gt;
$Name:	180	Thunder_01.wav,		0, 0.70, 0		; Thunder 1 sound in neblua&lt;br /&gt;
$Name:	181	Thunder_02.wav,		0, 0.70, 0		; Thunder 2 sound in neblua&lt;br /&gt;
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up&lt;br /&gt;
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode&lt;br /&gt;
$Name:	186	Pirate.wav,		0, 0.60, 1, 400,  1000	; Volition PirateShip&lt;br /&gt;
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down&lt;br /&gt;
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down&lt;br /&gt;
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down&lt;br /&gt;
$Name:	190	Inst1.wav,		0, 0.80, 1, 500, 2000	; Instellation 1&lt;br /&gt;
$Name:	191	Inst2.wav,		0, 0.80, 1, 500, 2000	; Instellation 2&lt;br /&gt;
&lt;br /&gt;
;SCP ADDED SOUNDS START HERE&lt;br /&gt;
$Name:  200     m_load.wav,		0, 0.60, 1, 10, 50	; Ballistic Weapon Rearm Start&lt;br /&gt;
$Name:	201	m_lock.wav,		0, 0.50, 1, 10, 50	; Ballistic Weapon Rearm&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds End&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds Start&lt;br /&gt;
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click&lt;br /&gt;
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used)&lt;br /&gt;
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot&lt;br /&gt;
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list&lt;br /&gt;
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)&lt;br /&gt;
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit&lt;br /&gt;
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed&lt;br /&gt;
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed&lt;br /&gt;
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed&lt;br /&gt;
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)&lt;br /&gt;
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event&lt;br /&gt;
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)&lt;br /&gt;
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)&lt;br /&gt;
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping)&lt;br /&gt;
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change&lt;br /&gt;
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail&lt;br /&gt;
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon&lt;br /&gt;
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)&lt;br /&gt;
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)&lt;br /&gt;
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed&lt;br /&gt;
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe&lt;br /&gt;
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator&lt;br /&gt;
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts&lt;br /&gt;
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens&lt;br /&gt;
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes&lt;br /&gt;
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens&lt;br /&gt;
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1&lt;br /&gt;
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping)&lt;br /&gt;
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared&lt;br /&gt;
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away&lt;br /&gt;
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes&lt;br /&gt;
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2&lt;br /&gt;
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on &lt;br /&gt;
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off&lt;br /&gt;
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on&lt;br /&gt;
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off&lt;br /&gt;
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open&lt;br /&gt;
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close&lt;br /&gt;
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1&lt;br /&gt;
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2&lt;br /&gt;
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3&lt;br /&gt;
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing&lt;br /&gt;
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut&lt;br /&gt;
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on&lt;br /&gt;
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off&lt;br /&gt;
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  &lt;br /&gt;
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open &lt;br /&gt;
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close&lt;br /&gt;
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up&lt;br /&gt;
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down&lt;br /&gt;
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on&lt;br /&gt;
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off&lt;br /&gt;
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop&lt;br /&gt;
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on&lt;br /&gt;
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off&lt;br /&gt;
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting&lt;br /&gt;
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye&lt;br /&gt;
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1&lt;br /&gt;
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2&lt;br /&gt;
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3&lt;br /&gt;
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup&lt;br /&gt;
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou&lt;br /&gt;
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open&lt;br /&gt;
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds End&lt;br /&gt;
;&lt;br /&gt;
; Each species can have up to 4 different flyby sounds&lt;br /&gt;
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan&lt;br /&gt;
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Universal_Truth&amp;diff=63754</id>
		<title>Universal Truth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Universal_Truth&amp;diff=63754"/>
		<updated>2022-04-29T17:09:28Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Undo revision 63746 by Androgeos Exeunt (talk) - Checked both mission file and in play, and Alpha 1 is not in an Ares by default.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the Blue Planet: Age of Aquarius mission. You may be looking for [[Universal Truth (WiH)|the Blue Planet: War in Heaven mission with the same name]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mission|previous=A Time for Heroes|next=Journey&#039;s End|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 22&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 14th Battlegroup attempts to jump through the Delta Serpentis-Sol jump node and replicate the conditions that brought them to this universe in an attempt to go home.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The &#039;&#039;Fortune&#039;&#039; and &#039;&#039;Solace&#039;&#039; have used up most of their supplies in order to sustain the fighting capabilities of the 14th Battlegroup and repair ships damaged in Shivan attacks. The entire fleet now risks running out of supplies with nowhere to go for help. For this reason, Admiral Bei has decided that the fleet will make its way back to the [[Delta Serpentis]]-[[Sol]] jump node. He is confident that, if the conditions for their original jump to Sol were replicated, the fleet will make it back to their home universe.&lt;br /&gt;
&lt;br /&gt;
Admiral Bei has also sent a private communique addressed to you only. After speaking to Rear-Admiral Carey, Commanding Officer of the [[GTD Temeraire|GTD &#039;&#039;Temeraire&#039;&#039;]], he decided not to submit you for court-martial for insubordination, disobedience and desertion, reasoning that because it is unknown how Vishnan psychic influence affects your sense of judgement and because of supporting evidence from your two wingmen, Corey and Taylor, your actions may not have been of sound judgement. That, officially, is his reason.&lt;br /&gt;
&lt;br /&gt;
The admiral, however, acknowledges the amount of courage it required for you, a former Commander, to lead an entire fleet of [[Vishnans|Vishnan]] ships, including [[Vishnan Sacred Keeper|a destroyer approaching juggernaut specifications]], into [[Delta Serpentis]] and guide them into aiding the [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]] and her battlegroup in their time of need. That is one of his two unofficial reasons.&lt;br /&gt;
&lt;br /&gt;
Concluding the communique, Admiral Bei&#039;s other unofficial reason is this: While he openly treats your testimony on Vishnan psychic communications with the same level of scepticism as Rear-Admiral Carey and Admiral Nechyev of the Terran sleeper ship &#039;&#039;Sanctuary&#039;&#039;, he concedes that he too, over the past few days, had experienced the exact same things you experienced before you merged with the Vishnans.&lt;br /&gt;
&lt;br /&gt;
Captain Kristae of the &#039;&#039;Temeraire&#039;&#039;&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;&#039;s 56th Squadron has attached a report regarding the flight records obtained from the [[GTF Pegasus|&#039;&#039;Pegasus&#039;&#039; stealth fighter]] you piloted while pursuing the two [[Vishnan Missionary|Vishnan Missonaries]] deep in the &#039;&#039;[[Knossos]]&#039;&#039; beyond N362. What the &#039;&#039;Temeraire&#039;&#039;&#039;s engineers have extracted from your flight data so far shows no trace of anything that happened to the ship out there.&lt;br /&gt;
&lt;br /&gt;
In the briefing room, your squad leader, Al&#039;faddil, gives a quick status update on the fleet&#039;s transit to the jump node. The destruction of the &#039;&#039;Sathanas&#039;&#039; has triggered several massive skirmishes between Vishnan Sacred Keepers and Shivan &#039;&#039;Sathanas&#039;&#039; juggernauts all over [[Delta Serpentis]]. The 14th Battlegroup has succeeded so far in not getting in the way of any of these conflicts, but the long-range sensors on the fleet&#039;s warships have detected a massive build-up of Vishnan and Shivan fighters at the Sol jump node&amp;amp;mdash;the 14th Battlegroup&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; are now preparing all remaining combat-ready fighters for launch immediately after the fleet jumps into the vicinity of the Delta Serpentis-Sol jump node. From there on, &#039;&#039;Orestes&#039;&#039; control will give you additional orders.&lt;br /&gt;
&lt;br /&gt;
Al&#039;faddil will be staying on the &#039;&#039;Orestes&#039;&#039; to assist in coordinating all escort fighters, while you have been given field command. He has given you permission to use his own [[GTF Erinyes|&#039;&#039;Erinyes&#039;&#039; heavy assault fighter]] for this mission.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a lengthy escort mission across several warships, so choose a ship that befits a role you are comfortable with. Although Al&#039;faddil&#039;s &#039;&#039;Erinyes&#039;&#039; fighter is chosen for you by default, you have the option of swapping it out for other ships, including the [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]]. If you prefer to do close-combat intercept, the &#039;&#039;Erinyes&#039;&#039; or [[GTF Perseus|&#039;&#039;Perseus&#039;&#039;]], armed with a [[Balor]], [[GTW Maxim]] and at least one bank of [[GTM Trebuchet|Trebuchet]]s, should do nicely. If you just want to sit around and chuck ordnance from beyond the normal range of conventional weaponry, the [[GTF Hercules Mark II|&#039;&#039;Hercules Mark II&#039;&#039;]] and &#039;&#039;Ares&#039;&#039; fighters are there for this reason. Alternatively, you can choose to fly bomber escort, but this is not recommended for less experienced players.&lt;br /&gt;
&lt;br /&gt;
This mission begins with the entire 14th Battlegroup jumping in to the area surrounding the Sol jump node. From your view port, you can see two massive warships at the node. One of them is parked directly behind the node and appeared to be of Vishnan origin, simply designated the [[Vishnan Preserver|&#039;&#039;Preserver&#039;&#039;]]; the other, parked to the left and facing the first, is more obviously a Shivan design, and shows up as the [[SSJ Dante|SJ &#039;&#039;Kalki&#039;&#039;]] on your ship&#039;s sensors. &#039;&#039;Orestes&#039;&#039; control notes that both ships are so massive, they exceed the minimum specifications for a juggernaut by at least five times.&lt;br /&gt;
&lt;br /&gt;
You order your wing, Alpha, as well as Beta and Gamma wings to form up and wait for further orders. As your wingmen do so, Beta 1 voices a question: Why are they not fighting?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Temeraire&#039;&#039; control sidesteps this question by remarking that the rotating devices of the &#039;&#039;Preserver&#039;&#039; are generating some strange energy readings in the jump node. When &#039;&#039;Orestes&#039;&#039; control asks if it is a weapon, &#039;&#039;Temeraire&#039;&#039; control returns an inconclusive response and suggests being on the alert just to be safe.&lt;br /&gt;
&lt;br /&gt;
As the fleet waits, you pick up a heated argument going on between the two alien warships.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Preserver&#039;&#039;, representing the Great Preserver Vishnu, demands that the &#039;&#039;Kalki&#039;&#039; grants the 14th Battlegroup passage. However, the &#039;&#039;Kalki&#039;&#039;, representing the Great Destroyer Shiva, refuses to do so, adding that the Terran fleet is not what the [[Shivans]] are looking for. The &#039;&#039;Kalki&#039;&#039; then asks the &#039;&#039;Preserver&#039;&#039; why the [[Vishnans]] are protecting the [[Terrans]]. The &#039;&#039;Preserver&#039;&#039; brushes the question off, stating that Shiva is no position to exercise judgement on the Terrans. The &#039;&#039;Preserver&#039;&#039; adds that the 14th Battlegroup does not belong here, rebukes Shiva for failing to fulfil its duty, and questions it over its reason for relentlessly pursuing them even when they no longer pose a danger.&lt;br /&gt;
&lt;br /&gt;
Shiva&#039;s terse reply: The Terrans are just like them. They destroy. Shiva then laments that the Terrans do not create like &amp;quot;the Brahmans of old&amp;quot; and are &amp;quot;a threat to those&amp;quot; of &amp;quot;the potential&amp;quot; they are looking for.&lt;br /&gt;
&lt;br /&gt;
Vishnu feels otherwise. Vishnu has seen the Terrans create communities where they could live peacefully alongside their former enemies, the [[Vasudans]]. They have created peace from war, a peace where the two races, once the most bitter of enemies, are now the closest of allies. Vishnu expostulates that both the Terrans and Vasudans &amp;quot;exhibited potential&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;One is now extinct. Do you wish to eradicate the other as well?&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An unusually long pause follows, before Shiva replies with two simple words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We do.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as you hear the &#039;&#039;Kalki&#039;&#039; utter those words, the &#039;&#039;Orestes&#039;&#039; and &#039;&#039;Temeraire&#039;&#039; pick up multiple wings of Shivan fighters and bombers jumping in all around the battlegroup. At the same time, the &#039;&#039;Preserver&#039;&#039; and &#039;&#039;Kalki&#039;&#039; begin exchanging beam salvos.&lt;br /&gt;
&lt;br /&gt;
Disregard the &#039;&#039;Preserver&#039;&#039; and &#039;&#039;Kalki&#039;&#039;. Engage incoming Shivan bombers, and be careful of bomb shockwaves.&lt;br /&gt;
&lt;br /&gt;
Just as Shivan forces come within striking distance of the 14th Battlegroup, the &#039;&#039;Preserver&#039;&#039; sends out a message to the entire fleet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;Those who we deem of potential, those who we can equate to the Brahmans of old, we implore you. The jump node is ready. We have prepared it for you. Move to the jump node, and your journey will end. Balance will be restored.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You alert the &#039;&#039;Orestes&#039;&#039;, but it was unnecessary; they caught the message as well. The &#039;&#039;Preserver&#039;&#039; has finished making alterations to the jump node to send the fleet back to your home universe. Without hesitation, the &#039;&#039;Orestes&#039;&#039; orders all ships to make a run for the node.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep an eye on the overall situation. Use the F3 menu to highlight Shivan wings if need be. If any of the vulnerable cruisers come under attack, sortie your wingmen to defend them.&lt;br /&gt;
&lt;br /&gt;
You can lose up to three cruisers in this mission and still pass. Every other ship &#039;&#039;must&#039;&#039; get through to the node, no matter what happens. If you lose anything larger than a cruiser, the mission ends immediately and is considered a failure.&lt;br /&gt;
&lt;br /&gt;
The mission ends and becomes a cutscene once the &#039;&#039;Orestes&#039;&#039; jumps out. When this happens, the battlefield falls silent once again, as the two juggernauts conclude their argument.&lt;br /&gt;
&lt;br /&gt;
Vishnu expresses its disappointment at Shiva for betraying the Vishnans while pursuing its own agenda. Vishnu banishes Shiva from the Great Council formed by Brahma in the First Time. With what can only be described as universal finality, Vishnu orders Shiva to remove its brethren, the Shivans, from &amp;quot;this place&amp;quot; and never return, adding that, in time, the Vishnans will find &amp;quot;another caretaker&amp;quot; but it will not be them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We shall see about that&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these unsettling words, the &#039;&#039;Kalki&#039;&#039; jumps out.&lt;br /&gt;
&lt;br /&gt;
Vishnu now turns its attention to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;Your people are safe now, Wanderer. Go now, and bring the rest of your race to enlightenment.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;We will meet again when your people are ready.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* It&#039;s unclear whether the jump home would have succeeded without Vishnan assistance.&lt;br /&gt;
* The [[Spacesuit]] was originally available for use in this mission. It has been removed since the Director&#039;s Cut release of Age of Aquarius.&lt;br /&gt;
* In the original version of this mission, the &#039;&#039;Kalki&#039;&#039; would always end up dealing more damage to the &#039;&#039;Preserver&#039;&#039; as the latter is almost unable to fire back, save for one beam turret, due to positioning issues. The &#039;&#039;Preserver&#039;&#039; receives a hitpoint buff in the Director&#039;s Cut, and the sole beam turret that has an unobstructed view of the &#039;&#039;Kalki&#039;&#039; will target and destroy one of the &#039;&#039;Kalki&#039;&#039;&#039;s main beam cannons each time it fires. In this fashion, the &#039;&#039;Preserver&#039;&#039; usually ends up robbing the &#039;&#039;Kalki&#039;&#039; of any powerful forward armaments by the final cutscene.&lt;br /&gt;
* The Shivan determination to wipe out the Terran presence in [[Preserving the Balance]] was a harbinger of what is revealed here: the Shivans and Vishnans appear to be carrying on a dispute over the suitability of the Terrans and Vasudans for some unknown purpose. The Vishnans are optimistic, but the Shivans are not.&lt;br /&gt;
* Whether the Vishnans play a regulatory role, superior to the Shivans, whether they are genuinely the other side of the coin from the Shivans, and how this schema fits into the idea that the Shivans are both preservers and destroyers remains unclear.&lt;br /&gt;
* The revelations in the dialogue between the &#039;&#039;Preserver&#039;&#039; and the &#039;&#039;Kalki&#039;&#039; are ambiguous. The war between the two powers may be over, or it may continue to rage in this universe, or even between or across numerous universes.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Do not concern yourself with the fighters. Your allied fighters and warships will take care of them on their own. Focus on the Shivan bombers instead. If you go after them, you will do just fine and you will get many more kills to boot. The two [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039; cruisers]] that jump in midway through the mission will also be taken care of eventually without your intervention.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
* [[Vishnans]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]]&lt;br /&gt;
** [[GTD Orestes|&#039;&#039;Orestes&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]]&lt;br /&gt;
** [[GTD Temeraire|&#039;&#039;Temeraire&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Boreas&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Labouchere&#039;&#039;&lt;br /&gt;
** &#039;&#039;Miranda&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTC Hyperion|GTC &#039;&#039;Hyperion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Bretonia&#039;&#039;&lt;br /&gt;
** &#039;&#039;Duke&#039;&#039;&lt;br /&gt;
** &#039;&#039;Persephone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTL Anemoi|GTL &#039;&#039;Anemoi&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Fortune&#039;&#039;&lt;br /&gt;
** &#039;&#039;Solace&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTD Orion Phase II|&#039;&#039;Orion&#039;&#039; Refit]]&lt;br /&gt;
** &#039;&#039;Sanctuary&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[Vishnan Preserver]]&lt;br /&gt;
** &#039;&#039;Preserver&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SSJ Dante|SJ &#039;&#039;Kalki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Kalki&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 2 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Dmitri&#039;&#039;&lt;br /&gt;
** &#039;&#039;Lucifuge&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Bei&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039;&lt;br /&gt;
*** Corey&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Taylor&lt;br /&gt;
&lt;br /&gt;
* 3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)(**)&lt;br /&gt;
** &#039;&#039;Temeraire Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (3)(***)&lt;br /&gt;
** &#039;&#039;Temeraire Alpha&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Comanche|GTF &#039;&#039;Comanche&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 1&#039;&#039;&lt;br /&gt;
*** Iwakura&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Seminole|GTF &#039;&#039;Seminole&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 2&#039;&#039;&lt;br /&gt;
*** Tell&lt;br /&gt;
&lt;br /&gt;
* 1 [[UTF Cherokee|GTF &#039;&#039;Cherokee&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sanctuary Alpha 3&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 6-24 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Brahma&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-18 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (6) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 6-24 [[SB Taurvi|SB &#039;&#039;Taurvi]]&lt;br /&gt;
** &#039;&#039;Arjuna&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 18-66 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Narayan&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (6) &#039;&#039;&#039;*6 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6-12 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-3 [[GTC Hyperion|GTC &#039;&#039;Hyperion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Bretonia&#039;&#039;&lt;br /&gt;
** &#039;&#039;Duke&#039;&#039;&lt;br /&gt;
** &#039;&#039;Persephone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)(**)&lt;br /&gt;
** &#039;&#039;Temeraire Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (3)(***)&lt;br /&gt;
** &#039;&#039;Temeraire Alpha&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-2 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Dmitri&#039;&#039;&lt;br /&gt;
** &#039;&#039;Lucifuge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-24 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Brahma&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-18 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Vishnu&#039;&#039; (6) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-24 [[SB Taurvi|SB &#039;&#039;Taurvi]]&lt;br /&gt;
** &#039;&#039;Arjuna&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-66 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Narayan&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Rama&#039;&#039; (6) &#039;&#039;&#039;*4 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Shiva&#039;&#039; (6) &#039;&#039;&#039;*6 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-12 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shivore&#039;&#039; (6) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]] and/or [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
(**) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] and/or [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
(***) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]], [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]], [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]], [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]] and/or [[PTF Kulas|GTF &#039;&#039;Kulas&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CiPUOEQJ2_w&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=63751</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=63751"/>
		<updated>2022-04-25T14:24:35Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &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;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&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;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*For version 21.0 and up, the following options are enabled by default:&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;any ship 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;$prevent negative turret ammo:&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float 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 - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&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, the game will check if the dying ship is a player&#039;s wingman, before making it give a death scream.&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;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
&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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=63750</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=63750"/>
		<updated>2022-04-25T14:18:40Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2020-10-29|4546c8784}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a sperical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
*Also Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Tables&amp;diff=63749</id>
		<title>Template:Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Tables&amp;diff=63749"/>
		<updated>2022-04-25T14:12:46Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;List of [[Tables]] and related code files&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;* Notes [[Modular Tables]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;** Notes tables which only use modular tables&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;aicode.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai_profiles.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;ai_profiles.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Animation.tbl]]**&lt;br /&gt;
| &#039;&#039;&#039;/model/&#039;&#039;&#039;modelanimation.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Armor.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Asteroid.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/asteroid/&#039;&#039;&#039;asteroid.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Autopilot.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/autopilot/&#039;&#039;&#039;autopilot.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Colors.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/globalincs/&#039;&#039;&#039;alphacolors.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Controlconfigdefaults.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/controlconfig/&#039;&#039;&#039;controlsconfigcommon.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Credits.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;credits.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Cutscenes.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/cutscene/&#039;&#039;&#039;cutscenes.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Decals.tbl]]**&lt;br /&gt;
| &#039;&#039;&#039;/decals/&#039;&#039;&#039;decals.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fireball.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/fireball/&#039;&#039;&#039;fireballs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fonts.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/graphics/&#039;&#039;&#039;font.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Game_settings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/mod_table/&#039;&#039;&#039;mod_table.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Glowpoints.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/model/&#039;&#039;&#039;modelread.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Help.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamehelp/&#039;&#039;&#039;contexthelp.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Hud_gauges.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudparse.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Icons.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionbriefcommon.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Iff_defs.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/iff_defs/&#039;&#039;&#039;iff_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Lighting_Profiles.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/lighting/&#039;&#039;&#039;lighting_profiles.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Lightning.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neblightning.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mainhall.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;mainhallmenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Medals.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;medals.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Messages.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionmessage.cpp		&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mflash.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;muzzleflash.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Music.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;eventmusic.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Nebula.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neb.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Objecttypes.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Particle Effects|Particle effects(-part.tbm)]]**&lt;br /&gt;
| &#039;&#039;&#039;/particle/effects&#039;&#039;&#039;...&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Pixels.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/palman/&#039;&#039;&#039;palman.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Post_processing.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/graphics/&#039;&#039;&#039;gropenglpostprocessing.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Rank.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;scoring.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Scripting.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/parse/&#039;&#039;&#039;scripting.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ships.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Dynamic SEXPs|Sexps.tbl]]**&lt;br /&gt;
| &#039;&#039;&#039;/parse/sexp/&#039;&#039;&#039;sexp_lookup.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Sounds.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;gamesnd.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species_defs.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/species_defs/&#039;&#039;&#039;species_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;techmenu.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ssm.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudartillery.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Stars.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/starfield/&#039;&#039;&#039;starfield.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Strings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tips.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;playermenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Traitor.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/missionui/&#039;&#039;&#039;missiondebrief.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tstrings.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapon_expl.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapons.tbl]]*&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|Tables]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63712</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=63712"/>
		<updated>2022-03-21T21:49:52Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* -profile_write_file */&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 behaviour has been disabled by default; this cmdline option restores it.&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;
====-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;
====-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_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;
DESCRIPTION NEEDED&lt;br /&gt;
&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;
==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;
====-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;
====-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;
====-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;
====-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;
====-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;
&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;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&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;
====-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;
====-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>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Glowpoints.tbl&amp;diff=63631</id>
		<title>Glowpoints.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Glowpoints.tbl&amp;diff=63631"/>
		<updated>2021-12-30T03:52:23Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: /* +light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;glowpoints.tbl&#039;&#039;&#039; defines glowpoint lights for ships under the new deferred lighting renderer.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-gpo.tbm&lt;br /&gt;
&lt;br /&gt;
=General Format=&lt;br /&gt;
* glowpoints.tbl currently has only one section: &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Glowpoint overrides&#039;&#039;&#039;.&lt;br /&gt;
** Optional entries, if omitted, leave it as it was defined in the model (if applicable) or use the specified default value.&lt;br /&gt;
** The end of the section is indicated with &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Glowpoint Override Entry=&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*Specifies the name of the glowpoint override (to be referenced in the &#039;&#039;&#039;[[Ships.tbl#.24Glowpoint_overrides:|$Glowpoint overrides:]]&#039;&#039;&#039; entry of a ship).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+nocreate==&lt;br /&gt;
* (optional) In [[Modular Tables]], the name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry by leaving the entry unread unless it already exists (either in glowpoints.tbl or an earlier-parsed *-gpo.tbm file) by the time this *-gpo.tbm is read.&lt;br /&gt;
**&#039;&#039;&#039;Important note:&#039;&#039;&#039; At present, if an existing preset is overwritten, everything will be reset to default values and must be specified again.&lt;br /&gt;
&lt;br /&gt;
==$On:==&lt;br /&gt;
* (optional) Ignored if standard blinking is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Displacement time:==&lt;br /&gt;
* (optional) Displacement time for blinking (e.g. for Orion runway lights).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$On time:==&lt;br /&gt;
* (optional) Amount of time the glowpoint stays on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Off time:==&lt;br /&gt;
* (optional) Amount of time the glowpoint stays off.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Texture:==&lt;br /&gt;
* (optional) Specifies the name of the texture to use, or &amp;quot;none&amp;quot; for glowpoints that should only be light sources.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Type:==&lt;br /&gt;
* (optional) Defines what type of glowpoint this is (generally always 0).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Pulse type:==&lt;br /&gt;
* (optional) Specifies an interpolation of the glowpoint brightness with the given interpolation function.&lt;br /&gt;
*Syntax: one of &#039;&#039;&#039;&#039;&#039;Sine&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Cosine&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Triangle&#039;&#039;&#039;&#039;&#039;, or &#039;&#039;&#039;&#039;&#039;ShiftedTriangle&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Pulse period:==&lt;br /&gt;
* (optional) The period of the selected interpolation function. The lower the value the faster the pulsing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: Two times the “On time” from the model or table.&lt;br /&gt;
&lt;br /&gt;
==$Pulse amplitude:==&lt;br /&gt;
* (optional) Amplitude of the pulse function (unused with &#039;&#039;&#039;&#039;&#039;ShiftedTriangle&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.5&lt;br /&gt;
&lt;br /&gt;
==$Pulse bias:==&lt;br /&gt;
* (optional) This is added to the function so one can control the minimum and maximum value (unused with &#039;&#039;&#039;&#039;&#039;ShiftedTriangle&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.5&lt;br /&gt;
&lt;br /&gt;
==$Pulse exponent:==&lt;br /&gt;
* (optional) This raises the function to the given power to modify the look of the function (unused with &#039;&#039;&#039;&#039;&#039;ShiftedTriangle&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0&lt;br /&gt;
&lt;br /&gt;
==+light==&lt;br /&gt;
* (optional) Makes this glowpoint emit light. Further defined via additional sub-entries&lt;br /&gt;
* If +light is used, &#039;&#039;&#039;&#039;&#039;$Light color:&#039;&#039;&#039;&#039;&#039; is required&lt;br /&gt;
&lt;br /&gt;
===$Light radius multiplier:===&lt;br /&gt;
* (optional) Multiplied by the radius of the glowpoint to get the radius of the light.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 15.0&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
* Specifies the RGB values for the light.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039; (0 - 255)&lt;br /&gt;
&lt;br /&gt;
===$Light mix color:===&lt;br /&gt;
* (optional) Requires &#039;&#039;&#039;$Pulse type:&#039;&#039;&#039;. Instead of dimming the light by the glowpoint intensity, linearly interpolates between &#039;&#039;&#039;$Light color:&#039;&#039;&#039; and &#039;&#039;&#039;$Light mix color:&#039;&#039;&#039; (cross-fade).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039; (0 - 255)&lt;br /&gt;
*Default Value: 0, 0, 0&lt;br /&gt;
&lt;br /&gt;
===+lightcone===&lt;br /&gt;
* (optional) Makes this light a cone. Further defined via additional sub-entries&lt;br /&gt;
* If +lightcone is used, &#039;&#039;&#039;&#039;&#039;$Cone direction:&#039;&#039;&#039;&#039;&#039; is required&lt;br /&gt;
&lt;br /&gt;
====$Cone angle:====&lt;br /&gt;
* (optional) Defines how wide this lightcone is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0 - 180)&lt;br /&gt;
*Default Value: 90.0&lt;br /&gt;
&lt;br /&gt;
====$Cone direction:====&lt;br /&gt;
* The direction the cone points in, in submodel space.&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====+dualcone====&lt;br /&gt;
* (optional) Allows the light cone to shine in both the direction specified &#039;&#039;and&#039;&#039; in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
====+rotating====&lt;br /&gt;
* (optional) Makes this light cone rotate. Further defined via additional sub-entries, both required.&lt;br /&gt;
&lt;br /&gt;
=====$Rotation axis:=====&lt;br /&gt;
* The axis of rotation, in submodel space.&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;)&lt;br /&gt;
&lt;br /&gt;
=====$Rotation speed:=====&lt;br /&gt;
* Speed of rotation, specified as the number of rotations per minute.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Tonemapping&amp;diff=63619</id>
		<title>Tonemapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Tonemapping&amp;diff=63619"/>
		<updated>2021-12-11T19:04:44Z</updated>

		<summary type="html">&lt;p&gt;EatThePath: Created page with &amp;quot;This page is intended to help you choose and potentially understand your mod&amp;#039;s tonemapping configuration using [lighting_profiles.tbl]. This is a work in progress, more inform...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended to help you choose and potentially understand your mod&#039;s tonemapping configuration using [lighting_profiles.tbl]. This is a work in progress, more information and comparisons are planned.&lt;br /&gt;
&lt;br /&gt;
==What is Tonemapping and why do I need it?==&lt;br /&gt;
The choice of tonemapper makes a big difference in how the game looks. If you need to understand what tonemapping is doing and why, read this. If you just want to treat it as a black box of graphical options, the next section has pictures.&lt;br /&gt;
&lt;br /&gt;
To understand tonemapping, you need to understand high dynamic range(HDR) lighting. The name might remind you of annoying games that proudly blind you with pitch dark or blazing bright screens when you move between light and dark regions, but these are purely optional features that confuse the issue. HDR lighting is in reality a fundamental feature of physically based rendering, and it’s presence demands tonemapping.&lt;br /&gt;
&lt;br /&gt;
Non HDR lighting, low dynamic range(LDR), handles light and color in a way that’ll be very familiar to anyone who has done digital art. Pixels range between fully black to fully white, 0.0 to 1.0 or 0 to 255 depending on your context. Since this is how screens work, with pixels having a hard maximum brightness, this makes a lot of intuitive sense. &lt;br /&gt;
&lt;br /&gt;
However if you instead think about rendering as mimicking the real behavior of light, LDR breaks down. Practically speaking in reality there is no maximum brightness, so HDR lighting doesn’t have one. Instead of colors topping out at 1.0 brightness they can get as bright as they need to, and the math is happy. But when you go to send it to the screen this of course becomes a problem again, you can’t make a screen pixel be brighter than full. &lt;br /&gt;
&lt;br /&gt;
This is where tonemapping takes over. Tonemapping algorithms, sometimes called operators, do math to the raw HDR color values to squeeze them back into the 0-1 range in a variety of ways. Many of them try to mimic the way human eyes react to real world brightness, or model the behavior of cameras or film stock, or just do abstract mathematical things to try to make a frame look how an artist wants it to.&lt;br /&gt;
&lt;br /&gt;
==More reading==&lt;br /&gt;
&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;/div&gt;</summary>
		<author><name>EatThePath</name></author>
	</entry>
</feed>