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	<updated>2026-11-15T10:50:35Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=44353</id>
		<title>GTVA Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=44353"/>
		<updated>2014-11-06T18:59:51Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Update Colossus to information to 2014&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The largest space-faring warship ever constructed by the [[Terrans]] or [[Vasudans]], the &#039;&#039;&#039;GTVA &#039;&#039;Colossus&#039;&#039;&#039;&#039;&#039; was the result of twenty years of joint effort from dozens of contractors from across the [[Galactic Terran-Vasudan Alliance]].  Logging in with a length of six kilometers, this behemoth was equipped with over eighty weapon turrets, in addition to over 240 combat spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the offensive power that exceeded most [[GTVA]] battle groups, the &#039;&#039;Colossus&#039;&#039; was designed to combat the [[Shivans]] upon their return to Allied territory.  The prospective target was one or more [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]-class super-destroyers, and it was deemed that the &#039;&#039;Colossus&#039;&#039; would not only have the firepower not only to destroy such a foe, but also to survive multiple hits from a &#039;&#039;Lucifer&#039;&#039;&#039;s primary weapon system.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Colossus&#039;&#039; was a joint endeavor of both the Terrans and Vasudans, it is apparent that the ship itself exhibits more Terran design traits than Vasudan. It can be assumed that some of the Vasudan elements manifest themselves in less immediately overt ways.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{Gtvaship&lt;br /&gt;
| image     = [[Image:RScreen0044.png|300px]]&lt;br /&gt;
| name      = GTVA &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
| class     = GTVA &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
| 1stapp    = [[The Sixth Wonder]]&lt;br /&gt;
| inservice = [[NTF Rebellion]]&amp;lt;br&amp;gt;[[Second Shivan Incursion]]&lt;br /&gt;
| faction   = [[Galactic Terran-Vasudan Alliance]]&lt;br /&gt;
| fate      = [[Their Finest Hour|Destroyed]] by [[SJ Sathanas|SJ &#039;&#039;Sathanas 17&#039;&#039;]]&lt;br /&gt;
}}&lt;br /&gt;
The first combat deployment of the &#039;&#039;Colossus&#039;&#039; was against the [[Neo-Terran Front]].  It can be truthfully said that it was the &#039;&#039;Colossus&#039;&#039; that was the ultimate factor in the NTF&#039;s collapse.  NTF forces proved to be [[Feint! Parry! Riposte!|no match]] for the &#039;&#039;Colossus&#039;&#039; and her battle group, and the rebels made every effort to avoid direct combat with the warship.  With his fleet shattered, and the remnants being actively pursued and destroyed by the &#039;&#039;Colossus&#039;&#039;, [[Famous persons|Admiral Aken Bosch]] gave the order to flee GTVA space to the relative safety of the nebula beyond [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
With the NTF defeated, the &#039;&#039;Colossus&#039;&#039; was finally to fulfill the role her designers had envisioned for her: the defeat of a second Shivan incursion.  However, as it turned out, the challenge was not to be [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]-class superdestroyers, but rather the even more massive [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]-class juggernaut.  Twenty years of constant struggle finally culminated with the &#039;&#039;Colossus&#039;&#039;&#039;s destruction of the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]], all at the cost of moderate damage to the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All would have been well was it not for the [[Shivans]] possessing multiple juggernauts.  In the closing stages of the Battle of [[Capella]], the &#039;&#039;Colossus&#039;&#039; was deployed to interdict Shivan traffic at the [[Gamma Draconis]] jump node in [[Capella]] to divert enemy forces and attention away from the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]], which was en route to collapse the jump corridor to [[Epsilon Pegasi]].  The ploy succeeded, as the [[Shivans]] first deployed a [[SD Ravana]], then a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] to engage the &#039;&#039;Colossus&#039;&#039;.  In her weakened state, it was obvious that the &#039;&#039;Colossus&#039;&#039; would not survive an engagement with another &#039;&#039;Sathanas&#039;&#039;-class juggernaut, and Allied Command ordered the &#039;&#039;Colossus&#039;&#039; to withdraw.&lt;br /&gt;
&lt;br /&gt;
However, with the success of the &#039;&#039;Bastion&#039;&#039;&#039;s critical mission in doubt, the &#039;&#039;Colossus&#039;&#039; disobeyed the direct order from Allied Command, and refused to disengage. Subsequently, the &#039;&#039;Colossus&#039;&#039; was destroyed with the loss of all hands.  The thirty-thousand officers and crew of the &#039;&#039;Colossus&#039;&#039; willingly sacrificed themselves to ensure the continued survival of the billions of individuals making up the Terran and Vasudan species, and ultimately, the [[Galactic Terran-Vasudan Alliance]].&lt;br /&gt;
&lt;br /&gt;
==Confirmed kills==&lt;br /&gt;
*NTCv &#039;&#039;Hawkwood&#039;&#039; (Destroyed at Enif Station)&lt;br /&gt;
*NTD &#039;&#039;Repulse&#039;&#039; (Admiral Koth&#039;s flagship. Kamikaze attacked the Colossus)&lt;br /&gt;
*NTD &#039;&#039;Andronicus&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Camisard&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Vanguard&#039;&#039; (&#039;&#039;Reported destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Congreve&#039;&#039; (&#039;&#039;Implied destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Danton&#039;&#039; (&#039;&#039;Endgame&#039;&#039;)&lt;br /&gt;
*SJ &#039;&#039;Sathanas&#039;&#039; (First, High Noon mission)&lt;br /&gt;
*SD &#039;&#039;Beast&#039;&#039; (Destroyed shortly before &#039;&#039;Sathanas 17&#039;&#039; destroyed the Colossus)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Fighters, stand clear of hostile warships. All batteries, fire at will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Admiral Koth, you are ordered to power down your engines immediately and surrender.  The Polaris jump node is blockaded, there is no escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are sacrificing thousands of lives for nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only Koth had surrendered rather than playing Martyr, his crew would still be alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Shivan juggernaut has jumped within range. What&#039;s the status of the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll hold them back here. Just get the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]] through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Colossus cutscene==&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The following is classified level Rho. Unauthorized access is punishable under the GTVA security act, Deneb convention, section 21.3.5. We vanquished the Shivans in the Great War but the hard questions remained. How would we confront the threat of future invasion? The Shivans might return at any time, any place, without warning. How would we fight the next threat to the very existence of our species? In 2345, on the tenth anniversary of the Shivan attack on Ross 128, the Vasudan emperor Khonsu II addressed the newly-formed GTVA General Assembly. The emperor inaugurated an ambitious and unprecedented joint endeavor: The GTVA &#039;&#039;Colossus&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khonsu II:&#039;&#039;&#039; &#039;&#039;Together we built a civilization on the ruins of the [[Great War]], and now we stand on the threshold of a new era of prosperity and harmony. With Project Colossus, the Vasudan people celebrate our shared covenant of peaceful co-existence and mutual defense of our Terran allies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The &#039;&#039;Colossus&#039;&#039; is the most powerful space faring warship ever constructed. Spanning six kilometers from bow to stern, the &#039;&#039;Colossus&#039;&#039; has taken over twenty years to complete. Twelve &#039;&#039;Lucifer&#039;&#039;-class destroyers can fit within its massive hull. Its state-of-the-art weaponry includes forty-five laser turrets, fifteen flak guns, twelve missile batteries, and twelve beam cannons. The &#039;&#039;Colossus&#039;&#039; wields more firepower than five &#039;&#039;Orion&#039;&#039;-class destroyers combined. Sixty fighter and bomber wings are housed in its vast hangar and its crew numbers over thirty thousand. Among its major contractors are industry giants Triton Dynamics, Subach-Innes, and the Akheton Corporation. The alliance now wages war on multiple fronts: in Deneb, Alpha Centuri, Epsilon Pegasi, and the [[Nebula System|mysterious nebula]] beyond Gamma Draconis. Once deployed the &#039;&#039;Colossus&#039;&#039; will end these conflicts swiftly and decisively. If ever the Shivans return to threaten our worlds we will be ready to face the challenge, securing peace for today and for generations to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtvacolossus-old.jpg]]|caption=The GTVA Colossus}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTVA &#039;&#039;Colossus&#039;&#039; resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The &#039;&#039;Colossus&#039;&#039; is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the &#039;&#039;Colossus&#039;&#039; is greater than that of most GTVA battle groups.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Used in Latin to refer to large statues, the term is used in English (in lower case, being a common noun) to refer to anything of large size.&lt;br /&gt;
&lt;br /&gt;
The sixth of the Seven Wonders of the Ancient World was the Colossus of Rhodes, a giant bronze statue representing the god [[Helios]] that was constructed following a very important military victory. This is why the first mission featuring the &#039;&#039;Colossus&#039;&#039; is named &amp;quot;[[The Sixth Wonder]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|&#039;&#039;See&#039;&#039;: [[GTVA Colossus ship type debate|Ship type debate]]|All canon [[corporations]]|N/A|200.0, 200.0, 200.0|25.0|N/A|N/A|1 000 000|N/A|6166}}{|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|240 fightercraft (organized as 60 wings or 20 squads)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlash]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Willy B-Colossus-MVP2014.png]]|caption=The GTVA Colossus in FS2_Open MVP 2014}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 2014&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Image:RScreen0025.jpg | Admiral Koth engages the GTVA Colossus. &lt;br /&gt;
Image:RScreen0073.png | Demonstrating the meaning of superior firepower.&lt;br /&gt;
Image:RScreen0044.png | The GTVA Colossus. &lt;br /&gt;
Image:RScreen0047.png | The Colossus meets its end at the hands of the [[Shivans]].&lt;br /&gt;
Image:Gtvacolossus.jpg]|The GTVA Colossus in FS2_Open 3.6.10&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&#039;&#039;The 6 BGreen beams of the Colossus are powerful and allow it to have no trouble taking on multiple destroyers at once while taking minimal damage in return. The Colossus is an all-round good ship &amp;amp;mdash; it has plenty of armor, a large number of turrets, and it&#039;s surprisingly fast for a ship of its size, matching the speed of the Sathanas and outpacing all destroyers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GTVA Colossus is not that great at killing ships of equal size to it as the above. The placement of its main beam turrets are all over the ship, meaning that maximum firepower cannot be directed against heavier ships. However, this does also have its advantages. It means that no capital ship can be in a safe spot from it. It is also loaded with massive amounts of anti-fighter and bomber weaponry, making it a nightmare to attack. These anti-fighter weapons are also located around the main beams of the warship, making it more difficult to disable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think that the blind spots of the Colossus are its rear and top although its rear is defended by four [[TerSlash]]es and its top is defended by two.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Colossus model is infamous for its low moment-of-inertia value, which causes it to swing around like a baseball bat during tight turns. This is also partly because its pivot point is located at the very back, where the huge engines are. Most other ships in contrast, including the Sathanas, have their pivot point located near the centre of the ship, so their turns look more normal even if their moment-of-inertia value is similar to the Colossus&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep in mind that the firepower demonstrated by the Colossus in [[High Noon]] was due to pushing the beams and fire control to their limit, resulting in considerable damage to the ship and weapons even if the Sathanas never fired a shot. Replacing the Colossus&#039; default beams with more powerful beams without even mentioning overloads is not good at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strangely enough, the Colossus is never mentioned as either a destroyer, superdestroyer or a juggernaut in the game, instead being ambiguously called a warship. This sparked a debate, as every other canon ship was given a ship type excluding the Colossus. Further details on this debate may be found [[GTVA Colossus ship type debate|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Although many tend to praise the Colossus for its well-distributed anticapital firepower, this tactic, sadly, may usually prove ineffective. For example, if an attack operation against the Colossus were planned, the attacker&#039;s warships would have to be placed in one spot, so that the Colossus could only fire a fraction of its beam count. In short, the Colossus rarely is able to demonstrate its full firepower, since the enemy would not dare engage it from all sides anyway.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Colossus, GTVA]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:Willy_B-Colossus-MVP2014.png&amp;diff=44352</id>
		<title>File:Willy B-Colossus-MVP2014.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:Willy_B-Colossus-MVP2014.png&amp;diff=44352"/>
		<updated>2014-11-06T18:56:12Z</updated>

		<summary type="html">&lt;p&gt;Headdie: uploaded a new version of &amp;quot;File:Willy B-Colossus-MVP2014.png&amp;quot;:&amp;amp;#32;Reduced to a suitable size for Ship listings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MVP 2014 Colossus taken by Willy_B - uploaded by headdie&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:Willy_B-Colossus-MVP2014.png&amp;diff=44351</id>
		<title>File:Willy B-Colossus-MVP2014.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:Willy_B-Colossus-MVP2014.png&amp;diff=44351"/>
		<updated>2014-11-06T18:50:47Z</updated>

		<summary type="html">&lt;p&gt;Headdie: MVP 2014 Colossus taken by Willy_B - uploaded by headdie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MVP 2014 Colossus taken by Willy_B - uploaded by headdie&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_1_game_information&amp;diff=43032</id>
		<title>FreeSpace 1 game information</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_1_game_information&amp;diff=43032"/>
		<updated>2013-11-29T20:50:22Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Added compatibility instructions for Windows 7 64 bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FreeSpace: Game Information==&lt;br /&gt;
[[#Story|Story]] | [[#Features|Features]] | [[#System Requirements|System Requirements]]&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
&lt;br /&gt;
The Terrans and the Vasudans are in the middle of a high pitched, 14 year, intergalactic war. With the front nearly at a standstill and the casualties ranging in the billions, things look bleak. Then, during the middle of the fighting, a new foe arrives, named the Shivans by Terran Command. The Shivans systematically wipe out Terran and Vasudan outposts alike. With both Terran and Vasudans on the run, they must work together against their common enemy if they are to save their people, civilization, and homeworlds.&lt;br /&gt;
&lt;br /&gt;
====Silent Threat====&lt;br /&gt;
&lt;br /&gt;
As the Great War rages on, you&#039;ve been commissioned by the GTI (Galactic Terran Intelligence) for special intelligence operations. In a matter of National Security, you&#039;ve been asked to go behind enemy lines in order to preserve the fragile space treaty. Is the GTI setting you up or are the Shivans spreading their evil rage?&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
*Engage massive capital ships and destroyers of unprecedented size and detail&lt;br /&gt;
*Feel ships explode around you with advanced physics and breathtaking effects&lt;br /&gt;
*Command intelligent wingmen &amp;amp; request reinforcements in real-time space combat&lt;br /&gt;
*Watch the Advanced AI system guide skillful wingmen and devious opponents, adapting to your abilities&lt;br /&gt;
*Swoop in and out of deadly 3D asteroid fields&lt;br /&gt;
*Advance in rank, earn medals and ribbons, gain more resposibility and features as your skills increase&lt;br /&gt;
*Listen to the event-driven music system tailor the soundtrack to the action&lt;br /&gt;
*Watch a detailed branching campaign unfold where your mission performances make the difference&lt;br /&gt;
*See high-resolution, breathtaking cinematic cutscenes with an epic storyline&lt;br /&gt;
*Create your own full-featured missions with FRED, our FreeSpace Mission Editor, included free!&lt;br /&gt;
*Play with up to 12 players via TCP/IP network&lt;br /&gt;
*Grab a microphone and talk to other players live during the action&lt;br /&gt;
*Track your statistics, rank, and medals against players from all over the world FREE on Parallax Online!&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
&lt;br /&gt;
====Required====&lt;br /&gt;
*PentiumTM 133 with 3D accelerator (Glide or D3D only) OR PentiumTM 166 without 3D accelerator&lt;br /&gt;
*WindowsÂ® 95 with DirectX 5.0 or WindowsÂ® NT 4.0 with DirectX 3.0&lt;br /&gt;
*32mb RAM&lt;br /&gt;
*8X or faster CD-ROM Drive&lt;br /&gt;
*210mb available hard drive space&lt;br /&gt;
*100% Microsoft-compatible mouse&lt;br /&gt;
*Direct Sound compliant sound card&lt;br /&gt;
&lt;br /&gt;
====Recommended====&lt;br /&gt;
*PentiumTM 200 with 3D accelerator (Glide or D3D only)&lt;br /&gt;
*48mb RAM&lt;br /&gt;
*PCI or AGP video card with 2mb of RAM&lt;br /&gt;
*Joystick supported&lt;br /&gt;
&lt;br /&gt;
====Recommended====&lt;br /&gt;
Following the thread http://www.hard-light.net/forums/index.php?topic=86181.msg1721852#msg1721852 it has been discovered that the following steps can be used to get the game working in Windows 7 64 bit&lt;br /&gt;
&lt;br /&gt;
*Installing the Game&lt;br /&gt;
*Installed the 1.06 patch for the game&lt;br /&gt;
*Installed the 1.06 EAX patch.&lt;br /&gt;
*Open the game folder to locate Freespace.exe and the FS.exe&lt;br /&gt;
*Open properties and  went to the &amp;quot;Compatibility&amp;quot; Tab for both files&lt;br /&gt;
*Set the compatibility mode for both files to Win 95, in Resolution 640x480 and run as Administrator&lt;br /&gt;
*Started FS1 retail and it worked.&lt;br /&gt;
&lt;br /&gt;
If you do not get the patches it won`t work&lt;br /&gt;
You can install the Addon Silent Threat too. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=40938</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=40938"/>
		<updated>2012-11-06T21:55:11Z</updated>

		<summary type="html">&lt;p&gt;Headdie: added alterations in flag behavior for -spec -env -glow -normal flags in 3.6.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&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;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&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;
====-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.&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 postprocessing stage. Needs optional FXAA shaders, which can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&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;
====-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;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&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;
====-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;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&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;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&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;
===Multiplayer===&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;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&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;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&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;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&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;
====-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;
====-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;
====-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;
====-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;
====-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;
====-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;
===Experimental===&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;
===Development Tools===&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;
====-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;
====-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;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&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;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&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;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&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;
====-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;
====-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;
====-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;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  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.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&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. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&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 how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&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 how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&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;
&lt;br /&gt;
===Graphics===&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 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 6 is highest quality. Default setting is 3.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&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, 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 width 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;
&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) = 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;
===Multiplayer===&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;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&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;
====-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;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=40838</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=40838"/>
		<updated>2012-10-18T17:00:12Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* $Predict Position Delay: */  added comments from Sushi regarding this found http://www.hard-light.net/forums/index.php?topic=82604.msg1648392#msg1648392&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9126}}&lt;br /&gt;
&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;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$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;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$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 fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&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;
{{Table370|&lt;br /&gt;
*When set, 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 to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&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;
*TBD.}}&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;
==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>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=39817</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=39817"/>
		<updated>2012-09-04T20:21:02Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* $Substitute: */  added note *Feature causes crash to desktop when weapon is used with a turret. to 3613&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|8414}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$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;
*Can be used to specify whether a weapon is a primary or secondary weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, either Primary or 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;
&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;
&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;
&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;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. &#039;&#039;(needs confirmation)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*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 $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that 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;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&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 well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&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.}}&lt;br /&gt;
&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 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&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;
&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;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling 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;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Rearm Rate:===&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Life:===&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;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$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;
===$EMP Intensity:===&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&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;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&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;
*&#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;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Countermeasure:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&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;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&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.&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;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$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;
&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;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 strenght 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;
**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;
&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;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature causes crash to desktop when weapon is used with a turret.&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. &#039;&#039;+period&#039;&#039; and &#039;&#039;+index&#039;&#039; will grow the pattern array anytime something does not fit so any whole number will be accepted.  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;
**Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+period:&#039;&#039;&#039;&lt;br /&gt;
*Substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.  &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+index&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+offset:&#039;&#039;&#039;&lt;br /&gt;
*Shift period pattern &#039;&#039;offset&#039;&#039; shots.  &#039;&#039;&#039;Must be used with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+index:&#039;&#039;&#039;&lt;br /&gt;
*Substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at &#039;&#039;index&#039;&#039; in the shot pattern. &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+period&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&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;
{{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.&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 targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&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.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
==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>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=39042</id>
		<title>User-made Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=39042"/>
		<updated>2012-07-18T07:45:37Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Added tags to CCF Volkov and CCF Minsk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{|-&lt;br /&gt;
{|border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{UMS-Legend}}&lt;br /&gt;
|width=510px|The following is a list of released, user-made ship mods for [[Freespace 2]], for use in the creation of custom missions and campaigns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*For canon ship classes from FreeSpace: The Great War: [[Great War-era craft]]&lt;br /&gt;
*For canon ship classes from FreeSpace 2: [[FreeSpace 2-era craft]]&lt;br /&gt;
*For ships from The Babylon Project: [[TBP shiplist|The Babylon Project craft]]&lt;br /&gt;
*For ships from Wings of Dawn: [[Wings_of_Dawn_Ships|Wings of Dawn craft]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Downloadable mods==&lt;br /&gt;
==Fighter Craft==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bad Ulysses]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Perseus Adv]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVAf Apis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chelob]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Charlatan]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Minsk]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (Nuke)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVDr Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Kato]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Volkov]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (TrashMan)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Anouke]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Gorgon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Phylaki]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Acheron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Raziel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Apis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Harpy]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Interceptor]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Selkie]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Ennead]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Hydra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEF Blizzard]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Starstrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Ifrit]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Kama]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Svalin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heptu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Naga]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lethe]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Lethe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vampire]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Scorpion II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Huntercraft]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Stentor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vesuvius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Imset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Serpent]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Killercraft]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Styx]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ymir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Khepri]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (INF)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Swarmercraft]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Jackal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Hestia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Mihos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (Nuke)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Banshee]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Lancer]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[IH2 Sunrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Reshef]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Space Spider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Larvae]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Mig]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Anan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Saqqara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Phantasm]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Wraith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Benkei]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Unknown]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFx Thor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Oni]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Seker]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Panther]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Achilles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shrike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Tigris]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Agias]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Hellbat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Cataphract]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Alves]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Satyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVDr Jackal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Hussar]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Angel (non-canon)|GTF Angel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Shagrath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVF Seshat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UF Notus]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Antaeus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Vulture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Anhur MkIV]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Apollo Prototype]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTF Kulas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Aoh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Archon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Pyro GX]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEFx Yaaru]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Aurora]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Scimitar (Aldo)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VRC Inpu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Autolycus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Banshee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Carabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Horae ]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Cyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Daedelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Spacesuit]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Donar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[STVsF Nightwing]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Draco]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDr Firebee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Enceladus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Falcon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Gefjon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ezechiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Ion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Falcon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kestrel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Hercules Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kvasir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Icarus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Alpha]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Kelpie]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Beta]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Keres]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Shrike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ladiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEF Izra&#039;il]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Leto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Cherokee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Losna]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Comanche]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Maverick]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Seminole]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bomber Craft==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCB Gurkov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hydra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Hesat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Durja]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Attis]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Jotun]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Atlas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kahlan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Satyr]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Peregrine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Kronus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Imset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kasdeya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Zakros]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTB Saracen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Maelstrom]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Vindhyachal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Bomber]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Apollyon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEB Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Yali]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Unknown]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTB Armageddon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Phoebus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MB Cuirassier]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Holler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Rhea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Ghoul]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TB Atlas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Sabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Azaes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTsB Scimitar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Callisto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Surt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Chnubis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Thunderbolt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Claymore]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Uriel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Danaus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PB Sepuelture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Diana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Navajo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Yurok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOB Jotun D.H.]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEB Vajradhara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Berserker]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCCa Andropov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Aten Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Abel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Gordia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Aesacus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TC Damocles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mafdet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Lamia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Avalonian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEC Sanctus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mekhet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Raguel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Malia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Eclipse]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACv Darkness]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Newet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Rictus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NC Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Evangelist]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ajax]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Sai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCv Scylla]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Malia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (158th)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Alexandria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Somtus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SFg Damini]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Phaistos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (OTT)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Bellerophon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SGs Asura]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCv Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (IPA)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Naunet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion (ASW)]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Alcyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chiron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLC Defiler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKFf Adamantium]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Black Widow]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Cobra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEC Joh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCve Orichalcum]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Blade]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Mandes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Hecatos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Nike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Pachet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCs Iliaster]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Cretheus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Oberon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Udjat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ragnarok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Garm]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Reyena]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Duat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Gryphon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Valhalla]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Geb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Hyperion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITCv Raiden]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVMCv Wepwawet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Mars]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTCv Echelon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Repten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTxC Njord]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTCv Baranek]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Satyrs]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Odysseus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Ehreos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Amon-Re]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Neptune]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Tuket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Phobos ADv|SOCv Phobos Adv]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVGs Hemsut]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCt Piranha]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Chrysaor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ticonderoga]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Retribution]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Tyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFf Saphah]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Unknown]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Karuna]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Narayana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LPC Galleon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Antwerpen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PC Rumrunner]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Enforcer]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITC Dainishi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGb Praetorian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Morana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Rhea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Tane]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Phobos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Oculus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Avenger]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVFg Arpyia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMf Sparta]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Phoenix Rising]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Calypso]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Atlantis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBCr Tennyson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Gaia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Kabechet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCa Shiamak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACa Akrotiri]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACa Telemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Henderson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Tanen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Iblis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Achladia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Canberra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Hera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apothess]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Kismat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Odigitria]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCar Fury]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Icelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Vassago]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Pylos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Galaxy]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Legion (Orion)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hedetet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSD Diablo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ND Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTCa Hestia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Megaera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLD Mefdef]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ASD Minos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Phoenix]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Ioa]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VCI Bastet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEC Typhoon]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCr Trifid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTHD Orion Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSD Hetka]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKBc Azoth]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Warlock]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Orion Phase II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hathor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCa Vampire]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Constellation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Raynor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Pharaoh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Sagittarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Sirona]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apophis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Lindos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EASD Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Wotan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Tereus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Zagreus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCD Kiev]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITD Ryujin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FD Vexor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTD Liberty]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Agamenmon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Emperor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Alexander]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOD Segomo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Atropos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TD Reliant]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UED Solaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Daegon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Nemesis (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Bastion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Galatea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOSD Olemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Odin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Anchorage]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVBS Archangel Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SODn Solaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSJ Sechat-Hor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SJ Amritaya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDn Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Icanus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Dante]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vishnan Preserver]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBs Moscow]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Colossus Mk II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos (Old)]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Amaterasu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SPD Vinaashak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEHc Hurricane V]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Installations (Dry Docks, Star Bases and Jump Gates)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CI Haven]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Melia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Abthys]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Acridon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Thera]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Andromeda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Nareos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Pyrgos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Lycaon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Samson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo Extension]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Hara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKI Alkahest]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Acheron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDI Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cheops]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Shivan JumpGate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Aeglos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Whitehall]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Karnak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas(Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExD Arcadia Defender]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITI Yomi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Ogdoad]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Arcas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PCI Phoron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Asteria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TI Achilles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Athens]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSS Exos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Atlantis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMI Aule]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Bretonia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TPG 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Chamelion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alliance Jump Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDk Acropolis]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExA]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Goliath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Intrasystem Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExC]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Asteroid Installation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Jump Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Refinery]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Silex]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-Combatants (Freighters, Transports and Auxilliaries)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Corsair]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVFr Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ST Xerxes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLFr Margay]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Aether]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Naxos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Isten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ATT Dallie]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Briareos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Svalin]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Qeb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AS Kamilari]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Sesmu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LS Bek&#039;Tah|Bek&#039;Tah Support Ship]] {{WU}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TT Pericles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Imhotep]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AFr Phaistos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Kadmos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Neith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Upanishad]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Ulmo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTA Caerus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Ehnaton]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TG Bromios]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSC Icarus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCol Columbus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEA Oculus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Majestic]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Terran Probe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Splendid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTEP Bachus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTL Anemoi]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Abaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEM Florence]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFT Constantine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Anatis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Copernicus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PATr Baracuda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Cyrene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Star Rider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDr Phidias]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Wyvern]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSh Mercury]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other (Cargo Pods, Sentry Guns, Etc)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vasudan Mine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Annihilator]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A09]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDM Hephaestus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSG Ammut]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Erebos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A17]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Balmung]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Somnath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Phaistos Cargo]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Euphrates]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDD]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Safat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alien Defense Station]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[BSSG Myrdin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Stalker Class Probe]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UNX]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gungnir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gunstar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Serious Sandwich]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Wolverine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Pyre]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Cargo Platform]] {{WH}}{{WU}}{{RI|Reason=Mod Incomplete Reasons#Cargo Platform}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Modular Construction Kit]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TGas-1]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Sleipnir]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Ring]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes to Wiki contributors==&lt;br /&gt;
*To add a new ship use a sample template or copy and modify the source from an existing page. For screenshots I&#039;ve been going with the size 480x340 as standard. But this is completely arbitrary and anything around that size is probably acceptable.&lt;br /&gt;
*The format can be difficult to edit. It is perfectly acceptable to simply tack on your ship at the bottom of the appropriate column. Someone else can then later edit it in if desired. &lt;br /&gt;
*When adding, please place your new ship in the appropriate column. There are two columns for Terrans, one for Vasudans and Shivans and one for other. If your ship belongs to a non-canon species please place it in the OTHER column.&lt;br /&gt;
*This is for mods which are not meant as replacements for stock models. Meaning that, an HTL version of the GTFr Chronos does not belong here. Modified stock models on other hand may be acceptable. Ie the GTFr Aether is a Chronos with a pod attached and an extra turret.&lt;br /&gt;
*Should two different models have the same name, add the author&#039;s name in brackets as a suffix. (or alternatively the mod pack name)&lt;br /&gt;
*Add only ready models which are released and freely available. Always include a download link. It is okay if you later update it.&lt;br /&gt;
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mod Database]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTSC_Copernicus&amp;diff=38934</id>
		<title>GTSC Copernicus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTSC_Copernicus&amp;diff=38934"/>
		<updated>2012-07-11T16:23:18Z</updated>

		<summary type="html">&lt;p&gt;Headdie: added download link to FoW so that there is a download for this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTSC &#039;&#039;&#039;Copernicus&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Copernicus.jpg|500px]]|caption=GTSC Copernicus}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
After the second Shivan invasion, GTVA officials discovered the need for a science vessel that can conduct operations in dangerous areas without a sizable escort. The GTSC Copernicus was the answer to that problem. Much larger than the Faustus class, the ship spans 560 meters, and has an extremely advanced sensor array and is equipped with multiple on-board laboratories for a variety of projects. The Copernicus easily rivals most GTVA cruisers in offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;TrashMan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Science Vessel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 30 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 560 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terran Anti-Bomber Turret&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terran Medium Turret&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
[http://www.freespacemods.net/download.php?view.29 Flames of War | Freespacemods.net]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SSG_Somnath&amp;diff=38429</id>
		<title>SSG Somnath</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SSG_Somnath&amp;diff=38429"/>
		<updated>2012-04-30T10:43:29Z</updated>

		<summary type="html">&lt;p&gt;Headdie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;SSG &#039;&#039;&#039;Somnath&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Headdie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Original development resources are also included in the form of the original blender file, dae export, obj export and texture files.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Remote Beam Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 62 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 120 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 120 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| STurret&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&lt;br /&gt;
Headdie&lt;br /&gt;
STurret is a toned down sred beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
http://www.freespacemods.net/download.php?view.820&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SSG_Somnath&amp;diff=38428</id>
		<title>SSG Somnath</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SSG_Somnath&amp;diff=38428"/>
		<updated>2012-04-30T10:43:11Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;SSG &#039;&#039;&#039;Somnath&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Headdie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Original development resources are also included in the form of the original blender file, dae export, obj export and texture files.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Remote Beam Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 62 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 120 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 120 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| STurret&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&lt;br /&gt;
Headdie&lt;br /&gt;
STurret is a toned down sred beam cannon}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
http://www.freespacemods.net/download.php?view.820&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=38380</id>
		<title>Total conversions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=38380"/>
		<updated>2012-04-25T09:09:42Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Wing Commander Saga */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine has a lot of potential and it has been used to create various &#039;&#039;&#039;total conversions&#039;&#039;&#039; that basically replace all assets related to the original FreeSpace 2 with their own files. Due to terms set in the release of the FreeSpace 2 source code in 2002, none of the total conversions using FreeSpace 2 Open engine may be released commercially.&lt;br /&gt;
&lt;br /&gt;
==Released total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Beyond the Red Line]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Btrl logo 250x100.jpg]]&lt;br /&gt;
&lt;br /&gt;
Beyond the Red Line is a total conversion based on the Battlestar Galactica (Reimagined) TV series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Playable demo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Babylon Project]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:TBP logo 255x112.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Babylon Project is a total conversion using the scenery from Babylon 5 universe. It features multiple campaigns and over a hundred models based on designs from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;3.4 FINAL&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wing Commander Saga]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wcs logo 160 128.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Wing Commander Saga is a total conversion combining the FreeSpace 2 engine with the universe from the Wing Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Darkest Dawn&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Previous releases:&#039;&#039;&#039; &#039;&#039;Prologue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wings of Dawn]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:logowod.png]]&lt;br /&gt;
&lt;br /&gt;
Wings of Dawn is an anime-themed original universe created by Spoon. It features new models, weapons, head-anis and music. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Full Campaign of 25+ Missions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Diaspora]]===&lt;br /&gt;
&lt;br /&gt;
Diaspora is a second TC based on the Reimagined Battlestar Galactica show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current status:&#039;&#039;&#039; &#039;&#039;WIP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Apocalypse Project]]===&lt;br /&gt;
A total conversion based on the Homeworld franchise&lt;br /&gt;
&lt;br /&gt;
===[[Shadows of Lylat|Star Fox: Shadows of Lylat]]===&lt;br /&gt;
&lt;br /&gt;
Shadows of Lylat is a total conversion based on the Star Fox video game series.&lt;br /&gt;
&lt;br /&gt;
[[Image:SoL.gif]]&lt;br /&gt;
&lt;br /&gt;
===[[Fate of the Galaxy]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:FotGOnTop.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Fate of the Galaxy is a total conversion based on the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
===[[Halo for FreeSpace]]===&lt;br /&gt;
&lt;br /&gt;
Bringing the Halo universe to FreeSpace 2!&lt;br /&gt;
&lt;br /&gt;
===[[Fringespace]]===&lt;br /&gt;
&lt;br /&gt;
This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fs_logo_sm.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=38379</id>
		<title>Total conversions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=38379"/>
		<updated>2012-04-25T09:08:18Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Wing Commander Saga */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace 2 Open engine has a lot of potential and it has been used to create various &#039;&#039;&#039;total conversions&#039;&#039;&#039; that basically replace all assets related to the original FreeSpace 2 with their own files. Due to terms set in the release of the FreeSpace 2 source code in 2002, none of the total conversions using FreeSpace 2 Open engine may be released commercially.&lt;br /&gt;
&lt;br /&gt;
==Released total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Beyond the Red Line]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Btrl logo 250x100.jpg]]&lt;br /&gt;
&lt;br /&gt;
Beyond the Red Line is a total conversion based on the Battlestar Galactica (Reimagined) TV series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Playable demo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Babylon Project]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:TBP logo 255x112.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Babylon Project is a total conversion using the scenery from Babylon 5 universe. It features multiple campaigns and over a hundred models based on designs from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;3.4 FINAL&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wing Commander Saga]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wcs logo 160 128.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Wing Commander Saga is a total conversion combining the FreeSpace 2 engine with the universe from the Wing Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Prologue&#039;&#039;,  &#039;&#039;Darkest Dawn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wings of Dawn]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:logowod.png]]&lt;br /&gt;
&lt;br /&gt;
Wings of Dawn is an anime-themed original universe created by Spoon. It features new models, weapons, head-anis and music. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Full Campaign of 25+ Missions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Diaspora]]===&lt;br /&gt;
&lt;br /&gt;
Diaspora is a second TC based on the Reimagined Battlestar Galactica show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current status:&#039;&#039;&#039; &#039;&#039;WIP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Apocalypse Project]]===&lt;br /&gt;
A total conversion based on the Homeworld franchise&lt;br /&gt;
&lt;br /&gt;
===[[Shadows of Lylat|Star Fox: Shadows of Lylat]]===&lt;br /&gt;
&lt;br /&gt;
Shadows of Lylat is a total conversion based on the Star Fox video game series.&lt;br /&gt;
&lt;br /&gt;
[[Image:SoL.gif]]&lt;br /&gt;
&lt;br /&gt;
===[[Fate of the Galaxy]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:FotGOnTop.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Fate of the Galaxy is a total conversion based on the Star Wars universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
===[[Halo for FreeSpace]]===&lt;br /&gt;
&lt;br /&gt;
Bringing the Halo universe to FreeSpace 2!&lt;br /&gt;
&lt;br /&gt;
===[[Fringespace]]===&lt;br /&gt;
&lt;br /&gt;
This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fs_logo_sm.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=36754</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=36754"/>
		<updated>2011-09-11T19:37:21Z</updated>

		<summary type="html">&lt;p&gt;Headdie: expanded Effects entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wide array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By closely reading this page, you have taken your first steps of making the most important friend every FreeSpace modder has - the Modding Portal of the FreeSpace Wiki.  Within the Wiki&#039;s pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work, and how they work is well documented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace2\data folder, and they are fs2_open.log and fred2_open.log. These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED2 editor.  The way to tell between a release and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which version you are using.  Whenever you are running a debug build of FreeSpace or FRED, the program creates a constant record of the program&#039;s activity and lists any error messages where possible that occur and stores that record in the listed log files. Debug builds try to catch every error they can while release builds try to ignore them, making debug build an invaluable tool for error-checking.  To open the logs, simply double click on them and, if prompted, select any text editor.&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
The following are required to create mods for FreeSpace Open:&lt;br /&gt;
&lt;br /&gt;
*A working and legitimate copy of FreeSpace 2&lt;br /&gt;
*FreeSpace Open executable (preferably the latest stable build or, if you know what you are doing, a Nightly build)&lt;br /&gt;
*Imagination&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs its own folder within the FreeSpace 2 folder. For example, Wings of Dawn on my computer is C:\Games\Freespace2\Wings of Dawn. All files that directly relate to the WoD mod are found within this folder on my PC, though a file (mod.ini) within the folder tells FreeSpace to go and look for the mediavps mod. The mod structure allows for mods to be chained together in a simple fashion. Within the mod folders is another folder called data. The data folder is not present in mods relying on .[[VP]] files, which are container files that mimic the mod structure and are used to make distributing and installing mods easier. Within the data folder are the subfolders which the files that make the mod are stored. The subfolders are there to keep everyone sane and make everything easier to find. The majority are self-explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]]. Below is a summary of important information relating to this tutorial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Cache&#039;&#039; - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
*&#039;&#039;Cbanims&#039;&#039; - This is where command and mission briefing animations are stored.&lt;br /&gt;
*&#039;&#039;Effects&#039;&#039; - Weapon and other 2D effects, stars, planets, nebulae, e.t.c.&lt;br /&gt;
*&#039;&#039;Fonts&#039;&#039; - Font files are kept here. Unless you are aiming at a total conversion, you will in all likelihood not need this folder.&lt;br /&gt;
*&#039;&#039;Hud&#039;&#039; - This is where custom HUD graphics go.&lt;br /&gt;
*&#039;&#039;Intelanims&#039;&#039; - Animations used in the Techroom for weapons and intel sections are located here.&lt;br /&gt;
*&#039;&#039;Interface&#039;&#039; - Images and animations used in the menu system go here. Not everything that you would expect to be a still is stored as a still, so research carefully before changing anything.  Only larger mods and total conversions generally go into this because it is hard to do properly.&lt;br /&gt;
*&#039;&#039;Maps&#039;&#039; - Texture files for ships and other model-based objects.&lt;br /&gt;
*&#039;&#039;Missions&#039;&#039; - This is where FRED should be storing mission files and the only place where FS2 will look for missions both single player and campaign.&lt;br /&gt;
*&#039;&#039;Models&#039;&#039; - .pof files go here no matter what purpose.&lt;br /&gt;
*&#039;&#039;Music&#039;&#039; - In-game music files go here.&lt;br /&gt;
*&#039;&#039;Sounds&#039;&#039; - Sound effects like weapons fire belong here.&lt;br /&gt;
*&#039;&#039;Tables&#039;&#039; - This is where the .tbl and .tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
*&#039;&#039;Voice&#039;&#039; - Voice overs for mission chatter.&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapons or ships created by the community. The two are often related as ships created by members might have their own custom weapons.&lt;br /&gt;
&lt;br /&gt;
===Adding A Ship===&lt;br /&gt;
&lt;br /&gt;
The following will be an example of how to add a ship in FreeSpace:&lt;br /&gt;
&lt;br /&gt;
*Go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
*Create a folder in FreeSpace2 directory called New Ship.&lt;br /&gt;
*Within the New Ship directory,  create a folder called data.&lt;br /&gt;
*Extract sc_lamia.rar. If you are unable to, you can download a file archiver such as 7-zip to extract the files.&lt;br /&gt;
*Inside the file are three folders called maps, models, and tables. Copy them into your New Ship\data folder without altering them.  &lt;br /&gt;
*Create a mod.ini by opening a text editor. The following are required for the mod.ini to work:&lt;br /&gt;
**[launcher]&lt;br /&gt;
**modname      = New Ship;&lt;br /&gt;
**[multimod]&lt;br /&gt;
**primarylist  = ;&lt;br /&gt;
**secondarylist = mediavps_3612 ;&lt;br /&gt;
***This is optional. By having the mediavps_3612 listed in your secondarylist, you will use the SC Lamia as well as the Mediavps instead of the Lamia with retail FS2 assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Congratulations!&amp;lt;/b&amp;gt; You have just created your first mod.  If you look in the maps folder there will be three .dds image files which make up the ship&#039;s texture. The models folder will contain SCLamia.pof, and in tables there are two .tbm files - one for the ship and one for a custom weapon for that ship.&lt;br /&gt;
&lt;br /&gt;
There is one more thing I want you to do, though. Open sclamia-shp.tbm in a text editor and find the line starting $flags:. The full line reads &#039;&#039;$Flags: ( &amp;quot;cruiser&amp;quot; )&#039;&#039;.  Add &amp;quot;in tech database&amp;quot; with the quotation marks to the line between the parentheses so it reads &#039;&#039;$Flags: ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )&#039;&#039;. Save and close the file. This allows the Lamia to be viewed in the Techroom from the beginning. Open your FreeSpace launcher and select New Ship as the mod and run the game. If you get an error message, go back to the file and double-check the flags line to the example I provided.  When you reach the main screen go to the Techroom and at the bottom should be the Shivan cruiser you just added, the ship will not appear in any missions at this time because a mission file needs creating using the ship.&lt;br /&gt;
&lt;br /&gt;
===Mod.ini===&lt;br /&gt;
&lt;br /&gt;
Unlike other files, the mod.ini does not go in the data folder of a mod. Instead, this file goes in the main directory for the mod (e.g. Freespace2\New Ship for the above example) and adds the final polish to a mod. It performs useful tasks like linking other mods. Like many of the files in Freespace 2, this is basically a renamed .txt file and can be opened by any text editor. Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
 # modname:       Display name only, so you can have spaces instead of underscores for multi word MOD&#039;s&lt;br /&gt;
 # image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
 # infotext:      Text that will appear in the launcher&lt;br /&gt;
 # website:       Link to your website&lt;br /&gt;
 # forum:         Link to your forum&lt;br /&gt;
 [launcher]&lt;br /&gt;
 modname      = Mod Name&lt;br /&gt;
 image255x112 = mod-logo.bmp;&lt;br /&gt;
 infotext     = Here is a short blurb for the mod&lt;br /&gt;
 # website      = Here is where a web address goes if your mod has one&lt;br /&gt;
 # forum        = http://www.hard-light.net/forums&lt;br /&gt;
 &lt;br /&gt;
 [multimod]&lt;br /&gt;
 primarylist  = ;&lt;br /&gt;
 secondarylist = mediavps_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a sample mod.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by the launcher.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains the following: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* modname: the name of the mod&lt;br /&gt;
* image255x112: the name of a 255x112 pixel .bmp to use as a mod image&lt;br /&gt;
* infotext: the area where you can put info about the mod and/or a tag line&lt;br /&gt;
* website: the link to your website that will be linked to the Website button in the launcher&lt;br /&gt;
* forum: the link to your forum that will be linked to the Forum button in the launcher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the mediavps to enhance the visuals of anything in FreeSpace 2 that is not touched by your mod. For example, if you turn the Ravana green, the Ravan will not be red because the mediaVPs_3612 is in the secondary line. However, it will become red if you have the mediavps_3612 in your primarylist.  Most of the time, you will only use secondary list. This is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded some mod. You played it, and you have beaten it. However, you want to change something. Perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use. &amp;lt;b&amp;gt; Do NOT add, remove, or change anything in the actual folder!&amp;lt;/b&amp;gt; This is because you will change the mod as long as the altered files are in there. What you should do is create a mod as explained in &#039;Adding A Ship&#039; and place a mod.ini referencing the folder name for whatever mod you wish to alter in the secondary mod line. Then place the edit-that-you-want-to-make (e.g. model, .tbm, etc.) into this new mod. Once you have done all of that, select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to the original in the mod.ini, that and any mods referenced by that mod will be loaded, but the changes you made will override the original. This way, you get to play your twist on the mod whenever you want without having to alter the original mod to play it.&lt;br /&gt;
&lt;br /&gt;
==.VP==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail, &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The advantage of a .vp file is ease of distribution. A .vp file is a container used to maintain the file structure. All that is required is that they are all placed in the mod folder. The problem with changing them is that if you edit one and get it wrong, you may have to reinstall the mod because there is no way for mod/FSO support teams to know what you have done to the .vp, and they have enough on their plate without having to user fix a problem that shouldn&#039;t have happened.&lt;br /&gt;
&lt;br /&gt;
==.TBM VS. .TBL==&lt;br /&gt;
&lt;br /&gt;
A .tbl is the core table file of that type, and only one can be loaded into FreeSpace at any one time. .tbl files provide the structure to the engine and require all basic elements to be present to work.&lt;br /&gt;
&lt;br /&gt;
A .tbm (called [[Modular Tables]]) file, on the other hand, is an additional file to the .tbl, usually providing additional data to the .tbl or overriding it if needed. Generally, you&#039;ll be using a .tbm unless you&#039;re planning on doing a total conversion. .tbm files also have the advantage that FS2 can handle multiple .tbm files of any given type, though a modder should avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot overstate the usefulness of [[Portal:Modding]] and everything within its links. A good 90-95% of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people whose resources you use. You are unlikely to get thrown out of the community for not doing so, but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note: don’t change the name of the folder for and existing/downloaded mod. Many mods reference each other, and changing the name for the folder will break the links in the mod.ini of any mods that tries to use it. This increases the chance that there will be assets missing. On top of this, when you report the issues cause by changing folder name, you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place. Lets face it. How would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work by being renamed? And then several other people started to complain about the same problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a FreeSpace is to have fun. It can be surprising how fun trial, error, and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck do not be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34916</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34916"/>
		<updated>2011-05-29T17:15:28Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Added link to Modular Tables in tbm vs tbl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wide array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By arriving at and closely reading this page you have taken your first steps to making the most important friend every freespace modder has, the modding portal of the freespace wiki.  Within the Wiki&#039;s pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work and that how they work is well enough documented which is also why there are a few short, sharp &amp;quot;go read the wiki&amp;quot; comments on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace 2\data folder and they are fs2_open.log and fred2_open.log . These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED 2 mission/campaign editor.  The way to tell between a regular/retail and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which file version you are using.  Whenever you are running a debug build of FreeSpace or FRED the program creates a constant record of the programs activity and lists any error messages where possible that occur and stores that record in the listed log files, also debug builds try to catch every error they can while r builds try to ignore them so are an invaluable tool for error checking.  To open the logs simply double click on them and if prompted select any text editor, though a word processor might render the log easier to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
A working and legitimate copy of Freespace 2, FreeSpace Open executables (preferably the latest Stable build or nightly) and a bit of imagination.  An internet connection you can readily access helps.&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs it&#039;s own folder within the FreeSpace 2 folder, for example Wings of Dawn on my computer is C:\Games\Freespace 2\Wings of Dawn .  All files that directly relate to the WoD mod are found within this folder on my PC, though a file within the folder tells FreeSpace to go and look for the Media VPs mod, yes Media VPs are a mod, but the Mod structure allows for mods to be chained together in a simple fashion but that will be covered later.  Within the mod folders is another folder called data, The data folder is not present in mods relying on .[[VP]] files, which are container files which mimic the mod structure and are used to make distributing and installing mods easier, again I will talk more about .VP files later.  Within data are the sub folders which the files that make the mod are stored, the sub folders are there to keep everyone sane and make everything easy to find, the majority are self explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]] but below I have summarized the information important to this tutorial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cache&#039;&#039; - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cbanims&#039;&#039; - is where command and mission briefing animations are stored&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effects&#039;&#039; - weapon and other 2d effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;fonts&#039;&#039; - font files are kept here, unless you are aiming at a total conversion you will in all likelyhood not need this folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;force feedback&#039;&#039; - unused in any mod that i know&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;freddocs&#039;&#039; - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;hud&#039;&#039; - custom hud graphics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;intelanims&#039;&#039; - animations used in the techroom for weapons and intel sections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;interface&#039;&#039; - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything.  Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;maps&#039;&#039; - Texture files for ships and other model based objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;missions&#039;&#039; - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;models&#039;&#039; - .pof files go here no matter what purpose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;multidata&#039;&#039; - This is where the game stores player icons and other stuff downloaded during multiplayer sessions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;music&#039;&#039; - in game music files go here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;players&#039;&#039; - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sounds&#039;&#039; - sound effects like weapons fire in here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;tables&#039;&#039; - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Voice&#039;&#039; - Voice overs for mission chatter&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapon or ship created by the community and the two are often related as with new ships community members might decide they want to create a new weapon for it.&lt;br /&gt;
&lt;br /&gt;
===Adding a ship===&lt;br /&gt;
&lt;br /&gt;
First go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
Next create a folder in FreeSpace 2 called New Ship and a data folder inside of that.&lt;br /&gt;
Then open up sc_lamia.rar if you cant there are a few small programs such as winrar that work with this format.  Inside the file are 3 folders called maps, models and tables.  The folders listed are identical in name to the folder names used in modifying freespace so copy them into your New Ship\data folder as they are.  &amp;lt;b&amp;gt;Congratulations&amp;lt;/b&amp;gt; you have just created your first mod.  if you look in the maps folder there will be 3 .dds image files which make up the ships texture, in the models folder will contain SCLamia.pof and in tables there are two tbm files, one for the ship and one for a custom weapon for that ship.  there is one more thing i want you to do though, open sclamia-shp.tbm in a text editor and find the line starting $flags: .  the full line reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; )&#039;&#039;  now add &amp;quot;in tech database&amp;quot; with the speech marks to the line between the brackets so it reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )&#039;&#039; , save and close the file.  Finally open your FreeSpace launcher and select New Ship as the mod and run the game, if you get an error message go back to the file and double check the flags line to the example I provided.  When you reach the main screen go to the techroom and at the bottom should be the Shivan cruiser you just added, the ship wont appear in any missions at this time because a mission file needs creating using the ship.  FreeSpace is that easy to mod, just drop the assets in the correct folders, making sure any related tables are altered to use it and off you go.&lt;br /&gt;
&lt;br /&gt;
===The mod.ini===&lt;br /&gt;
&lt;br /&gt;
At first glance this is a strange little file that just sits there and defies the convention that everything goes somewhere in the data folder of a mod.  Instead this file goes in the main folder for the mod, eg Freespace 2\New Ship for the above example and is a very useful file which adds the final polish to a mod and performs useful tasks like linking into other mods.  Like many of the files in Freespace 2 this is basically a renamed txt file and can be opened my any text editor.  Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
‘# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD&#039;s&lt;br /&gt;
&lt;br /&gt;
‘# image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# infotext:      Text that will appear in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# website:       Link to your website&lt;br /&gt;
&lt;br /&gt;
‘# forum:         Link to your forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;[launcher]&lt;br /&gt;
&lt;br /&gt;
&#039;modname      = Mod Name&lt;br /&gt;
&lt;br /&gt;
&#039;image255x112 = mod-logo.bmp;&lt;br /&gt;
&lt;br /&gt;
&#039;infotext     = Here is a short blurb for the mod&lt;br /&gt;
&lt;br /&gt;
‘#website      = here is where a web address goes if your mod has one&lt;br /&gt;
&lt;br /&gt;
‘#forum        = http://www.hard-light.net/forums&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
&lt;br /&gt;
secondarylist = MediaVPs_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a long term project I am working on with a few amendments.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by any launcher reading it.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains: &lt;br /&gt;
&lt;br /&gt;
* modname, the mod’s name,&lt;br /&gt;
&lt;br /&gt;
* image255x112, the name of a 255x112 pixel bmp to use as a mod image&lt;br /&gt;
&lt;br /&gt;
* infotext,  is where you can put a little bit of info about the mod and/or a tag line&lt;br /&gt;
&lt;br /&gt;
* website,  activates the website button in the mod selection tab of your launcher and links it to your mod’s website if you have one&lt;br /&gt;
&lt;br /&gt;
* forum, as above but for a forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the media vps to enhance the visuals of anything in Freespace 2 that is not touched by your mod, for example if you turn the Ravana green, because MediaVPs_3612 is in the secondary line it will not override this but it might do if you place it in primary.  Most of the time you will only use secondary list and this is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
***note&lt;br /&gt;
If you copy and paste the above example you will need to remove the ‘ from in front of each line it occurs.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded Blue Planet or some other mod, you played it and you have beaten it but you want to change something, perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use.  &amp;lt;b&amp;gt; Do Not Add, Remove Or Change Anything In The Actual Folder&amp;lt;/b&amp;gt; this is because you will change the mod as long as the altered files are in there, what you should do is create a mod as explained in Adding a ship and place a mod.ini referencing the folder name for Blue Planet or which ever mod you wish to alter in the secondary mod line.  Then place the ship/tbm/whatever into this new mod.  Once you have done all of that select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to blue planet in the mod.ini that and mods referenced by Blue Planet will be loaded but the changes you made will override the original.  This way you get to play your twist on the mod whenever you want but you don’t have to delve into the mod folders to play it as originally intended you just play the mod like you did before.&lt;br /&gt;
&lt;br /&gt;
==On VP files==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The significant advantage of a VP file is ease of distribution.  in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder.  the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn&#039;t have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.&lt;br /&gt;
&lt;br /&gt;
==tbm vs tbl==&lt;br /&gt;
&lt;br /&gt;
A tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.&lt;br /&gt;
tbm (called [[Modular Tables]]) on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed.  Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type.  tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot over state the usefulness of [[Portal:Modding]] and everything within its links, a good 90-95%of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people who’s resources you use, you are unlikely to get thrown out of the community for not doing so but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note don’t change the name of the folder for and existing/downloaded mod, many mods reference each other and changing the name for the folder will brake the links in the mod.ini of any mods that tries to use it, which increases the chance that there will be assets missing or you end up using old assets.  On top of this when you report the issues cause by changing folder name you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place through a deliberate act.  Lets face it, how would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work because they changed something? And then several people started to complain with the same avoidable problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a game, FreeSpace or any other like any hobby is to have fun.  Also it can be surprising how fun trial, error and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck dont be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34874</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34874"/>
		<updated>2011-05-28T21:07:42Z</updated>

		<summary type="html">&lt;p&gt;Headdie: typo in the opening section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wide array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By arriving at and closely reading this page you have taken your first steps to making the most important friend every freespace modder has, the modding portal of the freespace wiki.  Within the Wiki&#039;s pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work and that how they work is well enough documented which is also why there are a few short, sharp &amp;quot;go read the wiki&amp;quot; comments on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace 2\data folder and they are fs2_open.log and fred2_open.log . These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED 2 mission/campaign editor.  The way to tell between a regular/retail and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which file version you are using.  Whenever you are running a debug build of FreeSpace or FRED the program creates a constant record of the programs activity and lists any error messages where possible that occur and stores that record in the listed log files, also debug builds try to catch every error they can while r builds try to ignore them so are an invaluable tool for error checking.  To open the logs simply double click on them and if prompted select any text editor, though a word processor might render the log easier to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
A working and legitimate copy of Freespace 2, FreeSpace Open executables (preferably the latest Stable build or nightly) and a bit of imagination.  An internet connection you can readily access helps.&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs it&#039;s own folder within the FreeSpace 2 folder, for example Wings of Dawn on my computer is C:\Games\Freespace 2\Wings of Dawn .  All files that directly relate to the WoD mod are found within this folder on my PC, though a file within the folder tells FreeSpace to go and look for the Media VPs mod, yes Media VPs are a mod, but the Mod structure allows for mods to be chained together in a simple fashion but that will be covered later.  Within the mod folders is another folder called data, The data folder is not present in mods relying on .[[VP]] files, which are container files which mimic the mod structure and are used to make distributing and installing mods easier, again I will talk more about .VP files later.  Within data are the sub folders which the files that make the mod are stored, the sub folders are there to keep everyone sane and make everything easy to find, the majority are self explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]] but below I have summarized the information important to this tutorial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cache&#039;&#039; - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cbanims&#039;&#039; - is where command and mission briefing animations are stored&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effects&#039;&#039; - weapon and other 2d effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;fonts&#039;&#039; - font files are kept here, unless you are aiming at a total conversion you will in all likelyhood not need this folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;force feedback&#039;&#039; - unused in any mod that i know&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;freddocs&#039;&#039; - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;hud&#039;&#039; - custom hud graphics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;intelanims&#039;&#039; - animations used in the techroom for weapons and intel sections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;interface&#039;&#039; - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything.  Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;maps&#039;&#039; - Texture files for ships and other model based objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;missions&#039;&#039; - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;models&#039;&#039; - .pof files go here no matter what purpose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;multidata&#039;&#039; - This is where the game stores player icons and other stuff downloaded during multiplayer sessions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;music&#039;&#039; - in game music files go here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;players&#039;&#039; - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sounds&#039;&#039; - sound effects like weapons fire in here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;tables&#039;&#039; - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Voice&#039;&#039; - Voice overs for mission chatter&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapon or ship created by the community and the two are often related as with new ships community members might decide they want to create a new weapon for it.&lt;br /&gt;
&lt;br /&gt;
===Adding a ship===&lt;br /&gt;
&lt;br /&gt;
First go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
Next create a folder in FreeSpace 2 called New Ship and a data folder inside of that.&lt;br /&gt;
Then open up sc_lamia.rar if you cant there are a few small programs such as winrar that work with this format.  Inside the file are 3 folders called maps, models and tables.  The folders listed are identical in name to the folder names used in modifying freespace so copy them into your New Ship\data folder as they are.  &amp;lt;b&amp;gt;Congratulations&amp;lt;/b&amp;gt; you have just created your first mod.  if you look in the maps folder there will be 3 .dds image files which make up the ships texture, in the models folder will contain SCLamia.pof and in tables there are two tbm files, one for the ship and one for a custom weapon for that ship.  there is one more thing i want you to do though, open sclamia-shp.tbm in a text editor and find the line starting $flags: .  the full line reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; )&#039;&#039;  now add &amp;quot;in tech database&amp;quot; with the speech marks to the line between the brackets so it reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )&#039;&#039; , save and close the file.  Finally open your FreeSpace launcher and select New Ship as the mod and run the game, if you get an error message go back to the file and double check the flags line to the example I provided.  When you reach the main screen go to the techroom and at the bottom should be the Shivan cruiser you just added, the ship wont appear in any missions at this time because a mission file needs creating using the ship.  FreeSpace is that easy to mod, just drop the assets in the correct folders, making sure any related tables are altered to use it and off you go.&lt;br /&gt;
&lt;br /&gt;
===The mod.ini===&lt;br /&gt;
&lt;br /&gt;
At first glance this is a strange little file that just sits there and defies the convention that everything goes somewhere in the data folder of a mod.  Instead this file goes in the main folder for the mod, eg Freespace 2\New Ship for the above example and is a very useful file which adds the final polish to a mod and performs useful tasks like linking into other mods.  Like many of the files in Freespace 2 this is basically a renamed txt file and can be opened my any text editor.  Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
‘# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD&#039;s&lt;br /&gt;
&lt;br /&gt;
‘# image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# infotext:      Text that will appear in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# website:       Link to your website&lt;br /&gt;
&lt;br /&gt;
‘# forum:         Link to your forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[launcher]&lt;br /&gt;
&#039;modname      = Mod Name&lt;br /&gt;
&lt;br /&gt;
&#039;image255x112 = mod-logo.bmp;&lt;br /&gt;
&lt;br /&gt;
&#039;infotext     = Here is a short blurb for the mod&lt;br /&gt;
&lt;br /&gt;
‘#website      = here is where a web address goes if your mod has one&lt;br /&gt;
&lt;br /&gt;
‘#forum        = http://www.hard-light.net/forums&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
&lt;br /&gt;
secondarylist = MediaVPs_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a long term project I am working on with a few amendments.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by any launcher reading it.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains: &lt;br /&gt;
&lt;br /&gt;
* modname, the mod’s name,&lt;br /&gt;
&lt;br /&gt;
* image255x112, the name of a 255x112 pixel bmp to use as a mod image&lt;br /&gt;
&lt;br /&gt;
* infotext,  is where you can put a little bit of info about the mod and/or a tag line&lt;br /&gt;
&lt;br /&gt;
* website,  activates the website button in the mod selection tab of your launcher and links it to your mod’s website if you have one&lt;br /&gt;
&lt;br /&gt;
* forum, as above but for a forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the media vps to enhance the visuals of anything in Freespace 2 that is not touched by your mod, for example if you turn the Ravana green, because MediaVPs_3612 is in the secondary line it will not override this but it might do if you place it in primary.  Most of the time you will only use secondary list and this is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
***note&lt;br /&gt;
If you copy and paste the above example you will need to remove the ‘ from in front of each line it occurs.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded Blue Planet or some other mod, you played it and you have beaten it but you want to change something, perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use.  &amp;lt;b&amp;gt; Do Not Add, Remove Or Change Anything In The Actual Folder&amp;lt;/b&amp;gt; this is because you will change the mod as long as the altered files are in there, what you should do is create a mod as explained in Adding a ship and place a mod.ini referencing the folder name for Blue Planet or which ever mod you wish to alter in the secondary mod line.  Then place the ship/tbm/whatever into this new mod.  Once you have done all of that select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to blue planet in the mod.ini that and mods referenced by Blue Planet will be loaded but the changes you made will override the original.  This way you get to play your twist on the mod whenever you want but you don’t have to delve into the mod folders to play it as originally intended you just play the mod like you did before.&lt;br /&gt;
&lt;br /&gt;
==On VP files==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The significant advantage of a VP file is ease of distribution.  in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder.  the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn&#039;t have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.&lt;br /&gt;
&lt;br /&gt;
==tbm vs tbl==&lt;br /&gt;
&lt;br /&gt;
A tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.&lt;br /&gt;
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed.  Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type.  tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot over state the usefulness of [[Portal:Modding]] and everything within its links, a good 90-95%of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people who’s resources you use, you are unlikely to get thrown out of the community for not doing so but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note don’t change the name of the folder for and existing/downloaded mod, many mods reference each other and changing the name for the folder will brake the links in the mod.ini of any mods that tries to use it, which increases the chance that there will be assets missing or you end up using old assets.  On top of this when you report the issues cause by changing folder name you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place through a deliberate act.  Lets face it, how would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work because they changed something? And then several people started to complain with the same avoidable problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a game, FreeSpace or any other like any hobby is to have fun.  Also it can be surprising how fun trial, error and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck dont be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34465</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34465"/>
		<updated>2011-05-05T17:54:13Z</updated>

		<summary type="html">&lt;p&gt;Headdie: added section 3.3 and a mention about not changing mod folder names in the closing words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wade array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By arriving at and closely reading this page you have taken your first steps to making the most important friend every freespace modder has, the modding portal of the freespace wiki.  Within the Wiki&#039;s pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work and that how they work is well enough documented which is also why there are a few short, sharp &amp;quot;go read the wiki&amp;quot; comments on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace 2\data folder and they are fs2_open.log and fred2_open.log . These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED 2 mission/campaign editor.  The way to tell between a regular/retail and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which file version you are using.  Whenever you are running a debug build of FreeSpace or FRED the program creates a constant record of the programs activity and lists any error messages where possible that occur and stores that record in the listed log files, also debug builds try to catch every error they can while r builds try to ignore them so are an invaluable tool for error checking.  To open the logs simply double click on them and if prompted select any text editor, though a word processor might render the log easier to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
A working and legitimate copy of Freespace 2, FreeSpace Open executables (preferably the latest Stable build or nightly) and a bit of imagination.  An internet connection you can readily access helps.&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs it&#039;s own folder within the FreeSpace 2 folder, for example Wings of Dawn on my computer is C:\Games\Freespace 2\Wings of Dawn .  All files that directly relate to the WoD mod are found within this folder on my PC, though a file within the folder tells FreeSpace to go and look for the Media VPs mod, yes Media VPs are a mod, but the Mod structure allows for mods to be chained together in a simple fashion but that will be covered later.  Within the mod folders is another folder called data, The data folder is not present in mods relying on .[[VP]] files, which are container files which mimic the mod structure and are used to make distributing and installing mods easier, again I will talk more about .VP files later.  Within data are the sub folders which the files that make the mod are stored, the sub folders are there to keep everyone sane and make everything easy to find, the majority are self explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]] but below I have summarized the information important to this tutorial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cache&#039;&#039; - To reduce loading times, the engine will generate a cache file for each model it encounters. Since cache generation can take quite long for more complex models, you should always include cache files for unique mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cbanims&#039;&#039; - is where command and mission briefing animations are stored&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effects&#039;&#039; - weapon and other 2d effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;fonts&#039;&#039; - font files are kept here, unless you are aiming at a total conversion you will in all likelyhood not need this folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;force feedback&#039;&#039; - unused in any mod that i know&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;freddocs&#039;&#039; - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;hud&#039;&#039; - custom hud graphics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;intelanims&#039;&#039; - animations used in the techroom for weapons and intel sections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;interface&#039;&#039; - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything.  Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;maps&#039;&#039; - Texture files for ships and other model based objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;missions&#039;&#039; - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;models&#039;&#039; - .pof files go here no matter what purpose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;multidata&#039;&#039; - This is where the game stores player icons and other stuff downloaded during multiplayer sessions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;music&#039;&#039; - in game music files go here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;players&#039;&#039; - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sounds&#039;&#039; - sound effects like weapons fire in here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;tables&#039;&#039; - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Voice&#039;&#039; - Voice overs for mission chatter&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapon or ship created by the community and the two are often related as with new ships community members might decide they want to create a new weapon for it.&lt;br /&gt;
&lt;br /&gt;
===Adding a ship===&lt;br /&gt;
&lt;br /&gt;
First go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
Next create a folder in FreeSpace 2 called New Ship and a data folder inside of that.&lt;br /&gt;
Then open up sc_lamia.rar if you cant there are a few small programs such as winrar that work with this format.  Inside the file are 3 folders called maps, models and tables.  The folders listed are identical in name to the folder names used in modifying freespace so copy them into your New Ship\data folder as they are.  &amp;lt;b&amp;gt;Congratulations&amp;lt;/b&amp;gt; you have just created your first mod.  if you look in the maps folder there will be 3 .dds image files which make up the ships texture, in the models folder will contain SCLamia.pof and in tables there are two tbm files, one for the ship and one for a custom weapon for that ship.  there is one more thing i want you to do though, open sclamia-shp.tbm in a text editor and find the line starting $flags: .  the full line reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; )&#039;&#039;  now add &amp;quot;in tech database&amp;quot; with the speech marks to the line between the brackets so it reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )&#039;&#039; , save and close the file.  Finally open your FreeSpace launcher and select New Ship as the mod and run the game, if you get an error message go back to the file and double check the flags line to the example I provided.  When you reach the main screen go to the techroom and at the bottom should be the Shivan cruiser you just added, the ship wont appear in any missions at this time because a mission file needs creating using the ship.  FreeSpace is that easy to mod, just drop the assets in the correct folders, making sure any related tables are altered to use it and off you go.&lt;br /&gt;
&lt;br /&gt;
===The mod.ini===&lt;br /&gt;
&lt;br /&gt;
At first glance this is a strange little file that just sits there and defies the convention that everything goes somewhere in the data folder of a mod.  Instead this file goes in the main folder for the mod, eg Freespace 2\New Ship for the above example and is a very useful file which adds the final polish to a mod and performs useful tasks like linking into other mods.  Like many of the files in Freespace 2 this is basically a renamed txt file and can be opened my any text editor.  Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
‘# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD&#039;s&lt;br /&gt;
&lt;br /&gt;
‘# image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# infotext:      Text that will appear in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# website:       Link to your website&lt;br /&gt;
&lt;br /&gt;
‘# forum:         Link to your forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[launcher]&lt;br /&gt;
&#039;modname      = Mod Name&lt;br /&gt;
&lt;br /&gt;
&#039;image255x112 = mod-logo.bmp;&lt;br /&gt;
&lt;br /&gt;
&#039;infotext     = Here is a short blurb for the mod&lt;br /&gt;
&lt;br /&gt;
‘#website      = here is where a web address goes if your mod has one&lt;br /&gt;
&lt;br /&gt;
‘#forum        = http://www.hard-light.net/forums&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
&lt;br /&gt;
secondarylist = MediaVPs_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a long term project I am working on with a few amendments.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by any launcher reading it.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains: &lt;br /&gt;
&lt;br /&gt;
* modname, the mod’s name,&lt;br /&gt;
&lt;br /&gt;
* image255x112, the name of a 255x112 pixel bmp to use as a mod image&lt;br /&gt;
&lt;br /&gt;
* infotext,  is where you can put a little bit of info about the mod and/or a tag line&lt;br /&gt;
&lt;br /&gt;
* website,  activates the website button in the mod selection tab of your launcher and links it to your mod’s website if you have one&lt;br /&gt;
&lt;br /&gt;
* forum, as above but for a forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the media vps to enhance the visuals of anything in Freespace 2 that is not touched by your mod, for example if you turn the Ravana green, because MediaVPs_3612 is in the secondary line it will not override this but it might do if you place it in primary.  Most of the time you will only use secondary list and this is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
***note&lt;br /&gt;
If you copy and paste the above example you will need to remove the ‘ from in front of each line it occurs.&lt;br /&gt;
&lt;br /&gt;
===Changing Other Mods===&lt;br /&gt;
&lt;br /&gt;
You have downloaded Blue Planet or some other mod, you played it and you have beaten it but you want to change something, perhaps you feel the anti-fighter turrets are too weak or that there is a different ship you want to use.  &amp;lt;b&amp;gt; Do Not Add, Remove Or Change Anything In The Actual Folder&amp;lt;/b&amp;gt; this is because you will change the mod as long as the altered files are in there, what you should do is create a mod as explained in Adding a ship and place a mod.ini referencing the folder name for Blue Planet or which ever mod you wish to alter in the secondary mod line.  Then place the ship/tbm/whatever into this new mod.  Once you have done all of that select the new mod folder in the Freespace launcher’s mod tab and run.  Because of the reference to blue planet in the mod.ini that and mods referenced by Blue Planet will be loaded but the changes you made will override the original.  This way you get to play your twist on the mod whenever you want but you don’t have to delve into the mod folders to play it as originally intended you just play the mod like you did before.&lt;br /&gt;
&lt;br /&gt;
==On VP files==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The significant advantage of a VP file is ease of distribution.  in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder.  the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn&#039;t have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.&lt;br /&gt;
&lt;br /&gt;
==tbm vs tbl==&lt;br /&gt;
&lt;br /&gt;
A tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.&lt;br /&gt;
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed.  Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type.  tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot over state the usefulness of [[Portal:Modding]] and everything within its links, a good 90-95%of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is as a matter of courtesy to credit people who’s resources you use, you are unlikely to get thrown out of the community for not doing so but it is always nice to have that little nod of thanks.&lt;br /&gt;
&lt;br /&gt;
Also on a side note don’t change the name of the folder for and existing/downloaded mod, many mods reference each other and changing the name for the folder will brake the links in the mod.ini of any mods that tries to use it, which increases the chance that there will be assets missing or you end up using old assets.  On top of this when you report the issues cause by changing folder name you will be treated in a colder manner because you have broken the hard work that went into making sure the mod worked correctly in the first place through a deliberate act.  Lets face it, how would you react if you got your mod working nicely and someone comes to you because the mod doesn’t work because they changed something? And then several people started to complain with the same avoidable problem?&lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a game, FreeSpace or any other like any hobby is to have fun.  Also it can be surprising how fun trial, error and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck dont be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34463</id>
		<title>Ships and General Mod Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships_and_General_Mod_Creation&amp;diff=34463"/>
		<updated>2011-05-05T15:54:16Z</updated>

		<summary type="html">&lt;p&gt;Headdie: Created page with &amp;quot;Thanks to the work of the Source Code Project (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to da…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to the work of the [[Source Code Project]] (SCP) team modifying FreeSpace 2 is now very easy, though understanding everything by yourself is extremely difficult with to date only one major modification released that could be called a solo project (see [[WoD]]).  Your best bet to start Modifying is to focus on one area, at least to begin with, then once you have a grasp of how things work or you decide you are no longer interested in it and you feel like other areas interest you can start looking at them.  Modifying any game calls on a wade array of talents from general creative writing to table editing, model making and the ever in demand skills of texture artists.  This page is intended as a getting started and confidence builder as an in depth how to is a massive undertaking and the detailed information on how to mod FreeSpace is found within the modding section of this wiki with issue specific help and advice available on the Hard Light Productions forum.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
&lt;br /&gt;
===Your New Best Friends===&lt;br /&gt;
&lt;br /&gt;
By arriving at and closely reading this page you have taken your first steps to making the most important friend every freespace modder has, the modding portal of the freespace wiki.  Within the Wiki&#039;s pages is a gold mine of information created by the SCP team and community members who have spent a huge amount of time and effort making sure things work and that how they work is well enough documented which is also why there are a few short, sharp &amp;quot;go read the wiki&amp;quot; comments on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next best friends are in your FreeSpace 2\data folder and they are fs2_open.log and fred2_open.log . These two files are the logs generated by the debug builds of FreeSpace 2 and the FRED 2 mission/campaign editor.  The way to tell between a regular/retail and debug build is that after the build cycle number in the file name there is a d for debug or r for regular, eg 3.6.12d.  any information after this point in the file name is information that tells the support guys exactly which file version you are using.  Whenever you are running a debug build of FreeSpace or FRED the program creates a constant record of the programs activity and lists any error messages where possible that occur and stores that record in the listed log files, also debug builds try to catch every error they can while r builds try to ignore them so are an invaluable tool for error checking.  To open the logs simply double click on them and if prompted select any text editor, though a word processor might render the log easier to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Required:===&lt;br /&gt;
&lt;br /&gt;
A working and legitimate copy of Freespace 2, FreeSpace Open executables (preferably the latest Stable build or nightly) and a bit of imagination.  An internet connection you can readily access helps.&lt;br /&gt;
&lt;br /&gt;
==Getting Started:==&lt;br /&gt;
&lt;br /&gt;
The first thing to know when modifying FreeSpace 2 is to understand how the mod structure works.  Each mod needs it&#039;s own folder within the FreeSpace 2 folder, for example Wings of Dawn on my computer is C:\Games\Freespace 2\Wings of Dawn .  All files that directly relate to the WoD mod are found within this folder on my PC, though a file within the folder tells FreeSpace to go and look for the Media VPs mod, yes Media VPs are a mod, but the Mod structure allows for mods to be chained together in a simple fashion but that will be covered later.  Within the mod folders is another folder called data, The data folder is not present in mods relying on .[[VP]] files, which are container files which mimic the mod structure and are used to make distributing and installing mods easier, again I will talk more about .VP files later.  Within data are the sub folders which the files that make the mod are stored, the sub folders are there to keep everyone sane and make everything easy to find, the majority are self explanatory but a detailed breakdown can be found in [[FS2_Data_Structure]] but below i have summarized the information important to this tutorial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cache&#039;&#039; - here game stores ship model data that has been compiled by the game into a more readily usable form, except in cases of significant model complexity this is not needed for ship distribution and you can generally ignore the folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cbanims&#039;&#039; - is where command and mission briefing animations are stored&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effects&#039;&#039; - weapon and other 2d effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;fonts&#039;&#039; - font files are kept here, unless you are aiming at a total conversion you will in all likely hood not need this folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;force feedback&#039;&#039; - unused in any mod that i know&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;freddocs&#039;&#039; - the documents that are opened when you hit help in fred so just ignore again unless you are using a custom branch of Freespace engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;hud&#039;&#039; - custom hud guages and graphics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;intelanims&#039;&#039; - animations used in the techroom for weapons and intel sections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;interface&#039;&#039; - images and animations used in the menu system, note not everything you would expect to be a still is stored as a still so research carefully before changing anything.  Again only larger mods and total conversions generally go into this stuff as it is very heavy going to do properly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;maps&#039;&#039; - Texture files for ships and other model based objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;missions&#039;&#039; - where FRED2 should be storing mission files and the only place where FS2 will look for missions both single player and campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;models&#039;&#039; - .pof files go here no matter what purpose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;multidata&#039;&#039; - not sure about this, perhaps the guys generally dealing with multiplayer code or the guys balancing BP for &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;multiplayer&#039;&#039; can help here, but generally you will not use this folder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;music&#039;&#039; - in game music files go here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;players&#039;&#039; - the files behind the Pilot screen on startup are stored here, not modding related except in very limited circumstances and is best just ignored unless the support guys tell you to go in there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sounds&#039;&#039; - sound effects like weapons fire in here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;tables&#039;&#039; - last of the important ones, but the most important one, this is where the tbl and tbm files go that tells the game how to use the majority of the information in the folders listed and also controls a number of other game aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Voice&#039;&#039; - Voice overs for mission chatter&lt;br /&gt;
&lt;br /&gt;
==Simple Modifications==&lt;br /&gt;
&lt;br /&gt;
One of the simplest things to do is add a new weapon or ship created by the community and the two are often related as with new ships community members might decide they want to create a new weapon for it.&lt;br /&gt;
&lt;br /&gt;
===Adding a ship===&lt;br /&gt;
&lt;br /&gt;
First go to [[SC Lamia]] in [[User-made Ships]] and download it.  &lt;br /&gt;
Next create a folder in FreeSpace 2 called New Ship and a data folder inside of that.&lt;br /&gt;
Then open up sc_lamia.rar if you cant there are a few small programs such as winrar that work with this format.  Inside the file are 3 folders called maps, models and tables.  The folders listed are identical in name to the folder names used in modifying freespace so copy them into your New Ship\data folder as they are.  &amp;lt;b&amp;gt;Congratulations&amp;lt;/b&amp;gt; you have just created your first mod.  if you look in the maps folder there will be 3 .dds image files which make up the ships texture, in the models folder will contain SCLamia.pof and in tables there are two tbm files, one for the ship and one for a custom weapon for that ship.  there is one more thing i want you to do though, open sclamia-shp.tbm in a text editor and find the line starting $flags: .  the full line reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; )&#039;&#039;  now add &amp;quot;in tech database&amp;quot; with the speech marks to the line between the brackets so it reads &#039;&#039;$Flags:                 ( &amp;quot;cruiser&amp;quot; &amp;quot;in tech database&amp;quot; )&#039;&#039; , save and close the file.  Finally open your FreeSpace launcher and select New Ship as the mod and run the game, if you get an error message go back to the file and double check the flags line to the example I provided.  When you reach the main screen go to the techroom and at the bottom should be the Shivan cruiser you just added, the ship wont appear in any missions at this time because a mission file needs creating using the ship.  FreeSpace is that easy to mod, just drop the assets in the correct folders, making sure any related tables are altered to use it and off you go.&lt;br /&gt;
&lt;br /&gt;
===The mod.ini===&lt;br /&gt;
&lt;br /&gt;
At first glance this is a strange little file that just sits there and defies the convention that everything goes somewhere in the data folder of a mod.  Instead this file goes in the main folder for the mod, eg Freespace 2\New Ship for the above example and is a very useful file which adds the final polish to a mod and performs useful tasks like linking into other mods.  Like many of the files in Freespace 2 this is basically a renamed txt file and can be opened my any text editor.  Let’s take a look at one.&lt;br /&gt;
&lt;br /&gt;
‘# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD&#039;s&lt;br /&gt;
&lt;br /&gt;
‘# image255x112:  Location of a 255x112 bmp you wish to display in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# infotext:      Text that will appear in the launcher&lt;br /&gt;
&lt;br /&gt;
‘# website:       Link to your website&lt;br /&gt;
&lt;br /&gt;
‘# forum:         Link to your forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[launcher]&lt;br /&gt;
&#039;modname      = Mod Name&lt;br /&gt;
&lt;br /&gt;
&#039;image255x112 = mod-logo.bmp;&lt;br /&gt;
&lt;br /&gt;
&#039;infotext     = Here is a short blurb for the mod&lt;br /&gt;
&lt;br /&gt;
‘#website      = here is where a web address goes if your mod has one&lt;br /&gt;
&lt;br /&gt;
‘#forum        = http://www.hard-light.net/forums&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
&lt;br /&gt;
secondarylist = MediaVPs_3612;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the contents of the mod.ini for a long term project I am working on with a few amendments.&lt;br /&gt;
&lt;br /&gt;
Anything following a # is a comment and is ignored by any launcher reading it.&lt;br /&gt;
&lt;br /&gt;
The first section is information for the FreeSpace launcher and contains: &lt;br /&gt;
&lt;br /&gt;
* modname, the mod’s name,&lt;br /&gt;
&lt;br /&gt;
* image255x112, the name of a 255x112 pixel bmp to use as a mod image&lt;br /&gt;
&lt;br /&gt;
* infotext,  is where you can put a little bit of info about the mod and/or a tag line&lt;br /&gt;
&lt;br /&gt;
* website,  activates the website button in the mod selection tab of your launcher and links it to your mod’s website if you have one&lt;br /&gt;
&lt;br /&gt;
* forum, as above but for a forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example shown both website and forum are commented out but if you remove the # and save they will be read by the launcher.&lt;br /&gt;
&lt;br /&gt;
The next bit links the mod into other ones, the example above will call the 3.6.12 version of the media vps to enhance the visuals of anything in Freespace 2 that is not touched by your mod, for example if you turn the Ravana green, because MediaVPs_3612 is in the secondary line it will not override this but it might do if you place it in primary.  Most of the time you will only use secondary list and this is the one you are recommended to use unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
***note&lt;br /&gt;
If you copy and paste the above example you will need to remove the ‘ from in front of each line it occurs.&lt;br /&gt;
&lt;br /&gt;
==On VP files==&lt;br /&gt;
&lt;br /&gt;
Because of the ease in damaging data key to a mod or indeed retail &amp;lt;b&amp;gt;IT IS STRONGLY ADVISED THAT .VP FILES ARE NOT EDITED IN ANY WAY!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The significant advantage of a VP file is ease of distribution.  in simple terms a VP file is a container used to maintain the file structure between users because all that is required is that they are all placed in the Mod folder.  the problem with changing them is that if you edit one and get it wrong the simple fix and in all likely hood the fix you will be told to do is to reinstall fs2/the mod as appropriate because there is no way for mod/FSO support teams to know what you have done to the VP and they have enough on their plate without having to user fix a problem that shouldn&#039;t have happened especially as the mod folders feature has been provided as a means achieving the same effect that requires no modifying of VPs.&lt;br /&gt;
&lt;br /&gt;
==tbm vs tbl==&lt;br /&gt;
&lt;br /&gt;
A tbl is the core table file of that type and only one can be loaded into freespace at any one time tbl files provide the structure to the engine and usually require all basic elements to be present to work.&lt;br /&gt;
tbm on the other hand is an additional file to the tbl, usually providing additional data to the tbl or overriding it if needed.  Until you get to the stage of building mods for more than adding a few ships you will probably only use tbm if available for that table type.  tbm also has the advantage that FS2 can handle multiple tbm files of any given type though avoid conflicting entries at all costs.&lt;br /&gt;
&lt;br /&gt;
==Closing Words==&lt;br /&gt;
&lt;br /&gt;
I cannot over state the usefulness of [[Portal:Modding]] and everything within its links, a good 90-95%of what I know about modding was learned in there and the rest was trial and error with a new newbie questions on the forum and IRC channel.  &lt;br /&gt;
&lt;br /&gt;
Another thing is that it is a matter of courtesy to credit people who’s resources you use, you are unlikely to get thrown out of the community for not doing so but it is always nice to have that little nod of thanks.  &lt;br /&gt;
&lt;br /&gt;
Remember the most important thing when modding a game, FreeSpace or any other like any hobby is to have fun.  Also it can be surprising how fun trial, error and figuring things out for yourself can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck and if you really do get stuck dont be afraid to ask questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|General Mod Creation]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=33868</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=33868"/>
		<updated>2011-03-17T15:43:13Z</updated>

		<summary type="html">&lt;p&gt;Headdie: added Category:Modding to help with finding this document&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that &#039;Inferno&#039; refers to INF builds, developed to boost engine limits. Starting with FS2_Open 3.6.10 these builds can be used in Multiplayer, older builds are not capable of joining the servers due to several incompatibilities. In addition, Inferno and regular builds are incompatible to each other in Multiplayer; someone using an Inferno build will not be able to play with someone using a regular build and vice versa. Those builds are named after the [[Inferno]] mod, but are extensively used by many other projects, like [[The Babylon Project|TBP]].&lt;br /&gt;
Inferno builds will become the standard, starting at FS2_Open revision 3.7, with 3.6.12 being the last version to be distributed both in normal and Inferno variants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Shots&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=2| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
|  colspan=2|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cutscenes.tbl|Cutscenes]]&lt;br /&gt;
| colspan=2| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=2| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=2| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=2| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 1000&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 350&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Max Instances&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_UD-8_Kayser&amp;diff=10912</id>
		<title>GTW UD-8 Kayser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_UD-8_Kayser&amp;diff=10912"/>
		<updated>2007-07-25T13:58:59Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW UD-8 Kayser&#039;&#039;&#039; is an advanced primary weapon that is now in its late OpEval period. It has high marks for both shield and armor penetration, beyond even the formidable [[GTW Prometheus S]].  Its shots move fast, reach a decent range, and pack a heck of a punch.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s the good news. The bad news is that, as expected for a prototype weapon, its compatability with existing fighters and bombers is poor. Few craft can mount this cannon.  The weapon&#039;s energy requirements are also very high.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Still, when you see one of these on the battlefield, you should immediately be very cautious. It&#039;s a powerful device, given only to veteran and elite squadrons.  Special Operations Command, especially, seems to have priority selection.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Kayser_320x240.jpg]]|caption=The GTW UD-8 Kayser}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;If there is a gun that you want to have when dogfighting, this is that gun. Combining rapid fire with high damage, a well-aimed volley of Kayser fire can convert most fightercraft to small amounts of debris with little difficulty. The downside is high energy requirements, which somewhat reduces the advantage of the rapid firing rate. Make no mistake: if somebody comes at you spraying Kayser pulses, he&#039;s not going to do it for long, but you could well be dead before he stops.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;To be perfectly honest, I really prefer the [[GTW Subach HL-7|Subach]] for its efficency and fire rate, and the [[GTW Prometheus S|Prometheus S]] for its power. I take both of them, instead of this.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Go all out when you&#039;re 90% sure of hitting your target. Otherwise fire in short bursts. With this, you have to make every shot count.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note on the previous comment, especialy in anything that mounts more than 4 guns&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 975 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 4 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 650 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Very Good&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Poor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics - UD-D Kayser===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 975 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 3.33 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 650 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Average&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Morning_Star&amp;diff=10911</id>
		<title>GTW Morning Star</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Morning_Star&amp;diff=10911"/>
		<updated>2007-07-25T13:52:13Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW ML-70 Morning Star&#039;&#039;&#039;  is an unusual weapon, described as a long-range tactical weapon.  The long-range aspect is undeniable: at 2km, it outranges ever other gun except the Maxim cannon, and even most missiles. Its high projectile speed and blistering rate of fire allow hits even at its maximum range.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The most interesting part of the Morning Star however, is its kinetic properties. When a target ship is hit by the weapon, it is shaken slightly; with repeated hits, the target can be driven completely off course and will tumble out of control.  This can make them easy prey for a follow-up volley of [[GTM Harpoon]] or [[GTM Tornado]] missiles.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It also has other excelllent properties. Given its range and accuracy, as well as its rate of fire, it makes an ideal weapon to intercept bombers and their warheads. The weapon does high shield damage, but minimal hull damage, making it relatively &amp;quot;safe&amp;quot; to fire at outbound torpedoes even if your shots are being backstopped by a friendly target.  It also works well as the opening weapon in a dogfight: if you start hitting your target at the weapon&#039;s maximum range, their shields should be badly drained by the time you close to range with other guns or missiles and chew up their armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Because the Morning Star does extremely minimal hull damage, it is not a good choice if your craft has only one weapon mount.  Pilots should also be aware that this gun has fairly high energy requirements. If your ship has more than two firing cannons for one its mounts, the Morning Star should be mounted on the mount that has fewer firing points. Its already substantial advantages are not increased by firing more than two at once.  In theory the Morning Star and Maxim gun perfectly complement eachother, but in practice the energy demand is simply too high to make this a viable tactic.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Morning_Star_320x240.jpg]]|caption=The GTW ML-70 Morning Star}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was  too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The Morning Star is a totally tactical weapon, unlike the [[GTW Flail]], which had a useful shield-damage value in addition to its knock-around capablities. Use it to push folks around, but beyond that, forget it exists.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Excellent bomb destroyer, due to the long range, high firing rate, and low energy requirements. It is also a good weapon (if you have good aim) for the mission where you have to fight off the Pegasus fighters, and is also good at knocking around bombers to prevent them from locking onto a ship.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;ve never really favoured this weapon for my own use, however I sometimes find that it increases the effectiveness of AI fighter escorts in bombing missions&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you mount this thing on turrets, sentry guns, transports, cruisers and freighters, just TRY to get near them after... These things WILL juggle you, and you won&#039;t even be able to control yourself.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;tut tut tut, what happened here, i had made a joyfull art form of ragdolling fighters with the flail, so when morning star came up in the campaign brief i was well happy, then i used it, hmmm, no shield damage and harder to keep your target at the end of your stream of fire, what&#039;s the point, ok you can cause bombers trouble, but thats about it, the flait was a good combat weapon that had a niche waiting for the promethus and the banshee to come along, FS2 it is just a relic of the first game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 2000 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 6.67 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 1000 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Poor&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Minimal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Morning Star D===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 2000 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 5.88 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 1000 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Very Poor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Flail&amp;diff=10910</id>
		<title>GTW Flail</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Flail&amp;diff=10910"/>
		<updated>2007-07-25T13:45:53Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTW-32 Flail Rifle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Flail_320x240.jpg]]|caption=The GTW-32 Flail Rifle}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, low energy, ceramic optic focused, krypton laser - used in tactical situations to distract or lead an enemy to their destruction at the hands of other allied fighters - this weapon, if used over an extended period of in-flight battle, can destroy an enemy fighter, but, as a destructive weapon, should only be used as a last resort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The fast firing rate and high mass of the Flail make it great for changing the velocity vector of an enemy fighter or bomber.  It is slightly more effective than the Avenger against shields, rated at damage/second.  Its low energy consumption rate makes it useful for prolonged engagements.  Note, however, that once you have taken out an enemy&#039;s shields, switching to another weapon is advised.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;FS2 veterans playing FS1 retroactively via the Port have a surprise in store with the Flail. This weapon isn&#039;t a mere knock-around gun like the Morningstar. It boasts useful shield and subsystem damage values in addition to its ability to knock an opponent silly. The Flail&#039;s high rate of fire also makes it much more useful then most guns when installed in the offset triple-rack of an Ursa bomber. It can still be used against subsystems to good effect, and with all the shots you&#039;re putting out, it&#039;s much easier to find a way to make an enemy fighter fly through them.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great for close-up fighting, it can be a very frustating experience to continually be hit with this cannon. It is possible to paralyze an opponent with the proper angle of fire, and render them near helpless to your missile volleys. With almost as much shield damage as the Banshee, it will peel the shields right off of the target, but it is next to useless on hull plating... so be sure to couple it with another weapon.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Best anti-lag weapon in FS1: highly recommended for multiplayer.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Great fun, your targer never gets the chance to hit you, not to mention the amusment you get from rag dolling a fighter. team it up with the Avenger, Banshee or Prometheus to beat your targets hull, found it easyer to use than the morningstar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 1200 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 6.67 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 1000 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Minimal&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Minimal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Prometheus&amp;diff=10909</id>
		<title>GTW Prometheus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Prometheus&amp;diff=10909"/>
		<updated>2007-07-25T13:39:00Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-5 Prometheus&#039;&#039;&#039; was a [[primary weapon]] which was developed and used during the [[Great War]]. Its combination of heavy hull damage and wide compatibility made it the weapon of choice of [[GTA]] pilots during the latter parts of the Great War.&lt;br /&gt;
&lt;br /&gt;
Because of the [[Destruction of the SD Lucifer|assault on the SD &#039;&#039;Lucifer&#039;&#039;]] in the [[subspace]] tunnel leading from [[Delta Serpentis]] to [[Sol]], all communication from the Terran homeworld was cut off. The substances needed to produce the Prometheus cannon veased to be available and new, retrofitted variants were made. These two cannons were the [[Prometheus R]] (Prometheus Retrofit) and the [[Prometheus S]] (Prometheus Standard).&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Prometheus_S_320x240.jpg]]|caption=The GTW-5 Prometheus}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Named after the Titan who gave fire to humanity, the Prometheus is a laser-based weapon - an advanced radar and X-ray tracking system lock on the target and determine the target&#039;s material structure - argon laser focused via transparent ceramic optics - the laser is generated at the destructive frequency (full out-of-phase) for the target&#039;s material structure - emitted no more than .02 ms after targeting and activation by the pilot, the Prometheus stands as one of the GTA&#039;s most effective deterrents to enemy attack, an effective form of defense for GTA pilots, and as a durable, portable, and highly destructive offensive tool.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Prometheus works best against target hulls.  Against shields, it only achieves mediocre performance.  It&#039;s slow speed and high energy consumption work against it as well.  However, the primary advantage of the Prometheus is that it can be equipped on almost any fighter in the GTA.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The Prometheus is the best all-around weapon you will be issued in FS1, and remains quite formidible in FS2. A good gun to have, though the power requirements in FS1 can be somewhat daunting on higher difficulties.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It should be noted that there are considerable differences between the original Prometheus (known in some circles as the Prometheus O) and the Freespace 2 [[GTW Prometheus S]]. There is debate as to which &amp;quot;is better&amp;quot; but they are definitly not the same weapon.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Never liked it myself, its been a while since i played the origional but it was either the rate of fire or its power drain to damage that never worked for me, much prefered the Banshee, though if not available on the ship i was using then it was a workable alternative&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 900 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 3.33 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 450 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Poor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Banshee&amp;diff=10908</id>
		<title>GTW Banshee</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Banshee&amp;diff=10908"/>
		<updated>2007-07-25T13:35:09Z</updated>

		<summary type="html">&lt;p&gt;Headdie: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTW-7 Banshee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Banshee_320x240.jpg]]|caption=The GTW-7 Banshee}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
An electromagnetic weapon - sends rapid pulses of exceptionally strong electromagnetic energy resulting in a 1.63 x 105 J blast that forces its way through any known shield technology and produces a dramatic shearing effect which quickly destroys the target ship&#039;s materials - named for the fact that in an atmosphere, the pulse creates an atmospheric disturbance similar to a quasi-human scream at 140 dB - uses up a tremendous amount of available ship energy - already, it is has been used by many GTA fighter aces and test pilots as a coup de grace, although such a use for this massively powerful offensive weapon is officially viewed as poor sportsmanship by the GTA.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The GTW-7&#039;s impressive anti-shielding capabilities make it the weapon of choice against the Shivans.  The main limitation of this weapon is low weapons compatibility.  It can only be fitted on a GTF Valkyrie or a GTF Hercules.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The Banshee&#039;s higher energy requirements and lower hull damage are, in general, not worth the added shield-stripping punch when compared to the Prometheus. At the very least the Banshee requires being paired with a more powerful antihull cannon.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The only primary weapon with an actual value matched to it. Should be fun for those who want to calculate weapon powers.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Banshee is usefull for Shivan vessels with high sheild to armor ratios, best when coupled with hull damaging weapons- either the [[GTW Avenger]] or the [[GTW Prometheus]], or even the [[GTM Fury]].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The addition of the Banshee to a fighter greatly increases its destructive rate against other fighter craft. The energy use is quite a bit higher than other weapons, but it&#039;s nothing you can&#039;t alleviate with good energy management. A Banshee paired with a Prometheus is probably the most powerful and versatile weapon combination in FS1. You&#039;ll also find that, in a pinch, the Banshee isn&#039;t *that* bad against hulls on its own.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A Hercules with 2 banks of Banshees was my configuration fo choice for most missions.  I could take down almost any Shivan fighter or bomber (with the exception of the Dragon) in a few shots.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Two of these or this and the Avenger ripped any shivan ship below a cruiser extreamly quickly, and they hurt cruisers loads&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 975 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 2.5 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 650 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Poor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Headdie</name></author>
	</entry>
</feed>