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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Herra+Tohtori</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Herra+Tohtori"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/Herra_Tohtori"/>
	<updated>2026-11-15T20:02:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:RScreen0087.jpg&amp;diff=34929</id>
		<title>File:RScreen0087.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:RScreen0087.jpg&amp;diff=34929"/>
		<updated>2011-05-31T02:44:40Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: uploaded a new version of &amp;quot;File:RScreen0087.jpg&amp;quot;:&amp;amp;#32;Full resolution and high quality JPG. Would have uploaded PNG, but it didn&amp;#039;t want to accept that since file name on wiki has jpg on it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=30743</id>
		<title>Slammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=30743"/>
		<updated>2010-08-14T10:46:10Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Kiribati-Sunder GES-10 Slammer is the Federation&#039;s counterpart to the Infyrno and Piranha cluster weapons. Major differences include the addition of an aspect seeker, a remote trigger and multiple limited guidance cluster warheads that are fired at a 10 degree angle, producing a shotgun effect. The warheads themselves detonate about 3 seconds after separation. Slammers excel at offensive deployment against large groups of fighters, and they are devastating against bombers. Of all the Federation&#039;s fighter-based weapons, GTVA pilots fear Slammers the most, and unlike their Piranha and Infyrno counteparts, Slammers enjoy considerable popularity amongst pilots. Uriel gunships can carry twelve Slammers into battle for heavy fighter and bomber suppression, turning dogfights into gruesome, industrial slaughterhouses.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|2500|5|250|20|1.0x|20|0.75x|15|1.0x|20|20 / 25|Aspect Seeking|N/A|3.0|3.5 s}}&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|750|0|300|50|1.0x|50|1.0x|50|0.25x|12.5|40 / 80|Heat Seeking|180|N/A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&#039;&#039;&#039;Use this weapon&#039;&#039;&#039;. Although it takes a bit of skill to get used to at first, when used correctly the Slammer can bag you enormously satisfying multi-kills; wiping out entire bomber wings in a split second and breaking up hostile fighter formations with ease. It&#039;s fully possible to destroy an entire 6-ship fighter or bomber wing with this thing. However, be extremely cautious about using these at close range, as you are very, very likely to kill yourself within a distance of about 500 meters. Friendly fighters also have an infuriating tendency to kill you with friendly Slammer fire. Best thing to do is try not to get too close to enemy fighter formations and wait for them to break up before engaging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don&#039;t put yourself in risk should they fire a Slammer at the target.}}&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=UEFg_Narayana&amp;diff=30723</id>
		<title>UEFg Narayana</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=UEFg_Narayana&amp;diff=30723"/>
		<updated>2010-08-13T17:29:38Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Name Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UEFg&#039;&#039; Narayana&#039;&#039;&#039;&#039;&#039; is a frigate class of the [[United Earth Federation|UEF]] in [[Blue Planet]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:UEFgNarayana.png|600px]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
Heavy frigate class originally designed to engage large capital class vessels in mid and close ranges where the Karuna&#039;s firepower and armor would be insufficient. Advanced beam weaponry deployed by the GTVA, and the loss of many frigates, including several Narayanas, made it clear that the firepower of currently deployed frigate classes was not enough to counter GTVA warships. This led to a massive refit of all Narayana class heavy frigates into artillery frigates capable of engaging hostile targets with specialized artillery weaponry from extreme ranges. Since the introduction of refitted Narayana, the UEF forces have won several key engagements where Narayana&#039;s artillery weaponry played a significant role in forcing GTVA warships to withdraw from combat.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Narayana or Narayan is an important Sanskrit name for Vishnu, and in many contemporary vernaculars a common Indian name. Narayana is also identified as the original man, Purusha. The Puranas present divergent views on Narayana. In the Kurma Purana he is identified with Brahman and Krishna-Vishnu, but in the Brahma Vaivarta Purana Narayana is considered different from Krishna and also considered part of Krishna.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Frigate|Tethis Designs|N/A|30|N/A|N/A|90 000|N/A|}}{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&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;
| Apocalypse&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mass Driver&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Gauss Cannon&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Burst Flak&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=UEF_Uriel&amp;diff=30656</id>
		<title>UEF Uriel</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=UEF_Uriel&amp;diff=30656"/>
		<updated>2010-08-08T18:09:58Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Name Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For the original ship, see [[FTF Wraith]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Uefuriel.jpg]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
The Uriel assault fighter is the mainstay gunship class of the Federation and the most indispensable element of its fighter corps. Heavy armour and a devastating frontal array of cannons makes the Uriel the premier weapons platform against large, slow-moving targets. Uriels excel in various mission profiles ranging from airstrikes on ground targets to full-scale assaults against cruiser assets to heavy fighter or turret suppression. The fighter is also equipped with an underslung heavy long-range gauss cannon, further increasing its weapons potential. The low manoeuverability and top speed of the Uriel limits its effectiveness in dogfights, but some pilots have learned to compensate for these shortcomings. When deployed in full squadron strength, Uriels can dominate an entire battlespace with Slammer fire. The GTVA has faced down the threat of the Uriel by simply destroying as many as possible through massed Trebuchet fire, and unfortunately for the Federation, the Uriel is growing scarce to the point where it can only be deployed in vital situations.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Saint Uriel the Archangel is one of the archangels of post-Exilic Rabbinic tradition, and also of certain Christian traditions.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Assault|Stormrider|Average|65 - 90|140|Heavy|470|640|38}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[Vulcan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 6&lt;br /&gt;
| [[Rapier]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 1&lt;br /&gt;
| [[Archer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 1st&lt;br /&gt;
| colspan=2| [[Maul]], [[Vulcan]], [[Rapier]], [[Gattler]], [[Scalpel]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 2nd&lt;br /&gt;
| colspan=2| [[Maul]], [[Vulcan]], [[Rapier]], [[Gattler]], [[Scalpel]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 3rd&lt;br /&gt;
| colspan=2| [[Archer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[Dart]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Slammer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Slammer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 1st&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]], [[Shrike]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 2nd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]], [[Shrike]], [[Jackhammer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 3rd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]], [[Shrike]], [[Jackhammer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=UEF_Uhlan&amp;diff=30643</id>
		<title>UEF Uhlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=UEF_Uhlan&amp;diff=30643"/>
		<updated>2010-08-08T17:26:44Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Name Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For the original ship, see [[FTF Lancer]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Uefuhlan.jpg]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
The UEF Uhlan is the most commonly used fightercraft in the United Earth Navy. Designed primarily for the space superiority role, the Uhlan is a cost-efficient design that is inexpensive to produce and relatively easy to pilot. The Uhlan is compatible with most Navy weapons and is generally considered a medium-performance vessel. The Uhlan is able to operate within an atmosphere due to an aerodynamic design, and its excellent Saab maneuvering thruster suite gives it sterling agility in a dogfight. Unlike many UEF fighters, however, it lacks reverse thrust. &lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Uhlans were Polish light cavalry armed with lances, sabres and pistols.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Space Superiority|Saab Spaceframes|Average|75 - 90|140|Average|250|390|18}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Vulcan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Vulcan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Vulcan]], [[Scalpel]], [[Maul]], [[Rapier]], [[Gattler]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[Javelin]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Javelin]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Hellfire Missile|Hellfire]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1| 1st&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1| 2nd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1| 3rd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]], [[Jackhammer]], [[Slammer]], [[Paveway]], [[Grimler]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=19515</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=19515"/>
		<updated>2008-12-02T01:25:41Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from [[Blender]] to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob ([[Truespace]]) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L (&#039;&#039;&#039;H&#039;&#039;&#039;ardware &#039;&#039;&#039;T&#039;&#039;&#039;ransform and &#039;&#039;&#039;L&#039;&#039;&#039;ighting) feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:1) Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
:2) Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures). Although if DXT compression is giving problems it would be technically better to use uncompressed DDS files (u888 or u8888) rather than targa files, mainly because uncompressed DDS files can store mipmaps while TGA files can&#039;t.&lt;br /&gt;
&lt;br /&gt;
:3) For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
:4) &#039;&#039;Always&#039;&#039; use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However, remember that older ATI cards can only use 2048² maps, thus it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LODs for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 6000 Polygons &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   6000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             14000-18000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            20000-24000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           24000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
Note that [[Detail box]] models should not be counted directly to the overall number of polygons.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about FreeSpace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each FreeSpace model is made up of several submodels (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don&#039;t panic, it&#039;s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-objects are :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some sub-models can be further enhanced using the SCP ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition the the LODs, it is possible to add further detail models to you ship using the [[Detail box]] feature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=19514</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=19514"/>
		<updated>2008-12-02T01:23:22Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from [[Blender]] to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob ([[Truespace]]) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L (&#039;&#039;&#039;H&#039;&#039;&#039;ardware &#039;&#039;&#039;T&#039;&#039;&#039;ransform and &#039;&#039;&#039;L&#039;&#039;&#039;ighting) feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:1) Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
:2) Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures). Even then, it is better to use the DDS file format than TGA - just without the DXT compression features, saving them as either uncompressed u888 or u8888 files, latter only if you need alpha channel in the file, which is the case with shinemaps and glass diffuse maps. Even though the filesizes of uncompressed DDS files are usually drastically larger than RLE compressed targa files, they will actually have slightly better performance since both require same amount of video memory (excluding the mip map memory requirements of DDS files), but the GPU&#039;s can use the DDS file directly while TGA file needs to be uncompressed before caching to video memory, which consumes processor cycles and system memory. In addition, uncompressed DDS files have the same mip mapping capabilities as compressed DDS files, which targa files don&#039;t have.&lt;br /&gt;
&lt;br /&gt;
:3) For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
:4) &#039;&#039;Always&#039;&#039; use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However, remember that older ATI cards can only use 2048² maps, thus it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LODs for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 6000 Polygons &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   6000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             14000-18000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            20000-24000 Polygons&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           24000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
Note that [[Detail box]] models should not be counted directly to the overall number of polygons.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about FreeSpace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each FreeSpace model is made up of several submodels (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don&#039;t panic, it&#039;s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-objects are :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some sub-models can be further enhanced using the SCP ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition the the LODs, it is possible to add further detail models to you ship using the [[Detail box]] feature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Stars.tbl&amp;diff=19220</id>
		<title>Stars.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Stars.tbl&amp;diff=19220"/>
		<updated>2008-10-18T22:06:06Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Background graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.72.2.22&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.99 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stars.tbl is used to define available background graphics, all the stars or suns that create colored light for the game and used debris animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Stars.tbl consist of several sections&lt;br /&gt;
*Between different sections &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; must be used&lt;br /&gt;
*&#039;&#039;&#039;Background graphics&#039;&#039;&#039;&lt;br /&gt;
**Defines the available background graphics (nebulas, planets, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Stars&#039;&#039;&#039;&lt;br /&gt;
**Defines the stars&lt;br /&gt;
*&#039;&#039;&#039;Non-nebula debris&#039;&#039;&#039;&lt;br /&gt;
**Defines animation for non-nebula mode&lt;br /&gt;
*&#039;&#039;&#039;Nebula debris&#039;&#039;&#039;&lt;br /&gt;
**Defines animation for nebula mode&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
**Must be included to the end of the stars.tbl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background graphics===&lt;br /&gt;
*Background graphics use the names of their respective graphic files&lt;br /&gt;
*Background graphics can be defined in two different forms:&lt;br /&gt;
**&#039;&#039;&#039;$Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***This entry type is used for objects that use additive blending (intensity = transparency), such as nebulas and suns.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$BitmapX:&#039;&#039;&#039;&lt;br /&gt;
***This entry type is used for the retail &#039;green transparency&#039; objects (ie. 0,255,0 is transparent) in case of pcx files, and for full alpha channel blending for files that can have alpha channel (TGA and DXT3/DXT5 files). Use this to make the space around solid background objects (such as planets, big asteroids and such) transparent.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
*Stars are defined with several different parameters.&lt;br /&gt;
**&#039;&#039;&#039;$Sun:&#039;&#039;&#039;&lt;br /&gt;
***Defines the name of the used star&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$SunGlow:&#039;&#039;&#039;&lt;br /&gt;
***Defines the bitmap or animation used as a glow for the star&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$SunRGBI:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color of the sun as well as it&#039;s intensity&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Color&#039;&#039;&#039;, four &#039;&#039;&#039;integers&#039;&#039;&#039;, 0 to 255, red, green, blue and alpha respectively&lt;br /&gt;
&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;$SunSpecularRGB:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color of the sun specuular lighting if it is to be different from &#039;&#039;&#039;$SunRGBI:&#039;&#039;&#039; values&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;Color&#039;&#039;&#039;, three &#039;&#039;&#039;integers&#039;&#039;&#039;, 0 to 255, red, green and blue respectively&lt;br /&gt;
:*&#039;&#039;&#039;$Flare:&#039;&#039;&#039;&lt;br /&gt;
:**Defines lens flare effect.&lt;br /&gt;
:**&#039;&#039;&#039;+FlareCount:&#039;&#039;&#039; &lt;br /&gt;
:***Defines number of lens flare effects attached yo the sun, if the value is omitted then 1 is used as a default number of flare effects.&lt;br /&gt;
:***Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
:**&#039;&#039;&#039;$FlareTexture&#039;&#039;N&#039;&#039;:&#039;&#039;&#039;&lt;br /&gt;
:***Defines the name of the bitmap used for the particular ( N ) lens flare texture.&lt;br /&gt;
:***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
:**For each (defined in &#039;&#039;&#039;+FlareCount:&#039;&#039;&#039;) lens flare effect&lt;br /&gt;
:***&#039;&#039;&#039;$FlareGlow&#039;&#039;X&#039;&#039;:&#039;&#039;&#039;&lt;br /&gt;
:****Defines the Xth lens flare effect.&lt;br /&gt;
:****&#039;&#039;&#039;+FlareTexture:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the texture used for the lens flare effect.&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, number of the texture defines in &#039;&#039;&#039;$FlareTexture&#039;&#039;N&#039;&#039;:&#039;&#039;&#039;.&lt;br /&gt;
:****&#039;&#039;&#039;+FlarePos:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the position of the lens flare effect, relative value&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
:****&#039;&#039;&#039;+FlareScale:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the scaling factor used for the lens flare effect.&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;$NoGlare:&#039;&#039;&#039;&lt;br /&gt;
:**Disables blinding effect from the sun.&lt;br /&gt;
:**Usage: &#039;&#039;&#039;$NoGlare:&#039;&#039;&#039; without any parameters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-nebula debris===&lt;br /&gt;
*There must always be four (4) of these&lt;br /&gt;
**&#039;&#039;&#039;$Debris:&#039;&#039;&#039;&lt;br /&gt;
***Defines the animations used for the debris&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nebula debris===&lt;br /&gt;
*There must always be four (4) of these&lt;br /&gt;
**&#039;&#039;&#039;$DebrisNeb:&#039;&#039;&#039;&lt;br /&gt;
***Defines the animations used for the debris&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Bitmap:      dneb01&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$Sun:         SunWhite&lt;br /&gt;
$Sunglow:     Sunglow01&lt;br /&gt;
$SunRGBI:     1.0 1.0 1.0 1.0&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$Debris:      debris01&lt;br /&gt;
$Debris:      debris02&lt;br /&gt;
$Debris:      debris03&lt;br /&gt;
$Debris:      debris04&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Stars.tbl&amp;diff=19219</id>
		<title>Stars.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Stars.tbl&amp;diff=19219"/>
		<updated>2008-10-18T22:04:58Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Background graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.72.2.22&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.99 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stars.tbl is used to define available background graphics, all the stars or suns that create colored light for the game and used debris animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Stars.tbl consist of several sections&lt;br /&gt;
*Between different sections &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; must be used&lt;br /&gt;
*&#039;&#039;&#039;Background graphics&#039;&#039;&#039;&lt;br /&gt;
**Defines the available background graphics (nebulas, planets, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Stars&#039;&#039;&#039;&lt;br /&gt;
**Defines the stars&lt;br /&gt;
*&#039;&#039;&#039;Non-nebula debris&#039;&#039;&#039;&lt;br /&gt;
**Defines animation for non-nebula mode&lt;br /&gt;
*&#039;&#039;&#039;Nebula debris&#039;&#039;&#039;&lt;br /&gt;
**Defines animation for nebula mode&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
**Must be included to the end of the stars.tbl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background graphics===&lt;br /&gt;
*Background graphics use the names of their respective graphic files&lt;br /&gt;
*Background graphics can be defined in to different forms:&lt;br /&gt;
**&#039;&#039;&#039;$Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***This entry type is used for objects that use additive blending (intensity = transparency), such as nebulas and suns.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$BitmapX:&#039;&#039;&#039;&lt;br /&gt;
***This entry type is used for the retail &#039;green transparency&#039; objects (ie. 0,255,0 is transparent) in case of pcx files, and for full alpha channel blending for files that can have alpha channel (TGA and DXT3/DXT5 files). Use this to make the space around solid background objects (such as planets, big asteroids and such) transparent.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
*Stars are defined with several different parameters.&lt;br /&gt;
**&#039;&#039;&#039;$Sun:&#039;&#039;&#039;&lt;br /&gt;
***Defines the name of the used star&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$SunGlow:&#039;&#039;&#039;&lt;br /&gt;
***Defines the bitmap or animation used as a glow for the star&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$SunRGBI:&#039;&#039;&#039;&lt;br /&gt;
***Defines the color of the sun as well as it&#039;s intensity&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Color&#039;&#039;&#039;, four &#039;&#039;&#039;integers&#039;&#039;&#039;, 0 to 255, red, green, blue and alpha respectively&lt;br /&gt;
&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;$SunSpecularRGB:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color of the sun specuular lighting if it is to be different from &#039;&#039;&#039;$SunRGBI:&#039;&#039;&#039; values&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;Color&#039;&#039;&#039;, three &#039;&#039;&#039;integers&#039;&#039;&#039;, 0 to 255, red, green and blue respectively&lt;br /&gt;
:*&#039;&#039;&#039;$Flare:&#039;&#039;&#039;&lt;br /&gt;
:**Defines lens flare effect.&lt;br /&gt;
:**&#039;&#039;&#039;+FlareCount:&#039;&#039;&#039; &lt;br /&gt;
:***Defines number of lens flare effects attached yo the sun, if the value is omitted then 1 is used as a default number of flare effects.&lt;br /&gt;
:***Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
:**&#039;&#039;&#039;$FlareTexture&#039;&#039;N&#039;&#039;:&#039;&#039;&#039;&lt;br /&gt;
:***Defines the name of the bitmap used for the particular ( N ) lens flare texture.&lt;br /&gt;
:***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
:**For each (defined in &#039;&#039;&#039;+FlareCount:&#039;&#039;&#039;) lens flare effect&lt;br /&gt;
:***&#039;&#039;&#039;$FlareGlow&#039;&#039;X&#039;&#039;:&#039;&#039;&#039;&lt;br /&gt;
:****Defines the Xth lens flare effect.&lt;br /&gt;
:****&#039;&#039;&#039;+FlareTexture:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the texture used for the lens flare effect.&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, number of the texture defines in &#039;&#039;&#039;$FlareTexture&#039;&#039;N&#039;&#039;:&#039;&#039;&#039;.&lt;br /&gt;
:****&#039;&#039;&#039;+FlarePos:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the position of the lens flare effect, relative value&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
:****&#039;&#039;&#039;+FlareScale:&#039;&#039;&#039;&lt;br /&gt;
:*****Defines the scaling factor used for the lens flare effect.&lt;br /&gt;
:*****Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;$NoGlare:&#039;&#039;&#039;&lt;br /&gt;
:**Disables blinding effect from the sun.&lt;br /&gt;
:**Usage: &#039;&#039;&#039;$NoGlare:&#039;&#039;&#039; without any parameters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-nebula debris===&lt;br /&gt;
*There must always be four (4) of these&lt;br /&gt;
**&#039;&#039;&#039;$Debris:&#039;&#039;&#039;&lt;br /&gt;
***Defines the animations used for the debris&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nebula debris===&lt;br /&gt;
*There must always be four (4) of these&lt;br /&gt;
**&#039;&#039;&#039;$DebrisNeb:&#039;&#039;&#039;&lt;br /&gt;
***Defines the animations used for the debris&lt;br /&gt;
***Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Bitmap:      dneb01&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$Sun:         SunWhite&lt;br /&gt;
$Sunglow:     Sunglow01&lt;br /&gt;
$SunRGBI:     1.0 1.0 1.0 1.0&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$Debris:      debris01&lt;br /&gt;
$Debris:      debris02&lt;br /&gt;
$Debris:      debris03&lt;br /&gt;
$Debris:      debris04&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
$DebrisNeb:   gas&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Meson_Bomb&amp;diff=7642</id>
		<title>Meson Bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Meson_Bomb&amp;diff=7642"/>
		<updated>2006-10-04T21:53:26Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: Fixed plethora of factual errors considering Mesons and the speculative physics of Meson Bomb. Added another theory of bomb&amp;#039;s mechanism.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Meson Bomb&#039;&#039;&#039; is an experimental demolition warhead developed at the Hideki Institute in [[Vega]]. First devised as a large-scale demolition bomb to destroy meteor and asteroid fields, it was first deployed to destroy the [[Knossos]] subspace portal in Gamma Draconis to prevent the Shivans from invading Capella. Up to 17 Meson bombs have been produced so far; three were used to destroy the Knossos subspace portal in Gamma Draconis and 14 more were retrofitted in decommissioned destroyers, [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]] and [[GTD Nereid|GTD &#039;&#039;Nereid&#039;&#039;]] to collapse the nodes to [[Vega]] and [[Epsilon Pegasi]] from [[Capella]]. Its use as a demolition warhead was first demonstrated at the destruction of the Knossos subspace portal, where thereafter Allied Command commissioned its use in the Capella contingency plan for trapping the Shivans in that system.&lt;br /&gt;
&lt;br /&gt;
Its name refers to the mesons, which are a group of elementary particles called hadrons. All hadron particles consist of quarks that are kept strongly together by another particle called a gluon, but the other hadron group, baryons, consist of three quarks whereas all mesons are combinations of a quark and an anti-quark kept together by gluon. Baryons include the bulk of ordinary matter, protons and neutrons, mesons are much more rare particles. Mesons can be born in certain energy-intensive interactions. For example, cosmic radiation that impacts the Earth atmosphere creates a stream of meson particles called pions.&lt;br /&gt;
&lt;br /&gt;
Mesons are in normal conditions very short-lived particles, they rapidly degenerate into gamma radiation by themselves. Physically most likely explanation for the destructive energy generated by Meson Bomb is that somehow the Meson Bomb makes it possible to contain large amounts of mesonic matter intact, preventing its disintegration by some currently unknown physical phenomenon, or perhaps by slowing time inside the Meson Bomb container by advanced subspace interaction. When the detonation-preventer is then released, the mesonic mass inside the container rapidly turns into radiation, creating same effects as described before - a hot, expanding shockwave with loads of destructive power.&lt;br /&gt;
&lt;br /&gt;
A Meson Bomb&#039;s destructive energy could also be the result of some currently unknown reaction that can weaken the bonding gluon between the quark and anti-quark of a meson, releasing a cloud of quarks and anti-quarks in the mesonic matter. More than likely a great portion of quarks and anti-quarks then find each other and annihilate, creating a lot of radiation, which turns the surrounding matter into blazing hot, rapidly expanding cloud of plasma that has a lot of thermal and kinetic energy. This is the obvious &lt;br /&gt;
shockwave of the explosion.&lt;br /&gt;
&lt;br /&gt;
However, current physics does not know of a phenomenon that could divide hadron particles into separate quarks; in fact, theoretically all attempts to separate gluon-bound quarks from each other just increase the force at which the gluon keeps the quarks together. This is called &amp;quot;asymptotic freedom&amp;quot;. When the quarks have been sufficiently stretched apart, the energy density demanded to keep the quarks apart from eachg other reaches high enough level to actually transmute into matter; a new quark/anti-quark pair is born and so we now have two mesons instead of the original one. For this reason, no particle consisting of quarks is actually separable into quarks and gluons; any attempt to do so just creates more hadrons as a result of energy transmutating into matter.&lt;br /&gt;
&lt;br /&gt;
The use of Meson Bomb as a tactical warhead is prohibited by its large size.&lt;br /&gt;
&lt;br /&gt;
The Hideki Institute was named after Hideki Yukawa, a leading Japanese theoretical physicist that won the Nobel Prize for his thoery on meson.&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Shivan_Comm_Node&amp;diff=7594</id>
		<title>Shivan Comm Node</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Shivan_Comm_Node&amp;diff=7594"/>
		<updated>2006-10-03T12:59:58Z</updated>

		<summary type="html">&lt;p&gt;Herra Tohtori: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Shivan Comm Node&#039;&#039;&#039; is a Shivan device encountered in the [[Binary system]] beyond the second knossos gate. They consist of a complex web of machinery encasing a crystalline sphere. Officially, the GTVA has no idea what the purpose of these devices are - they are labelled as &amp;quot;Unknown&amp;quot; in game, and are revealed as Comm Nodes in the tables only. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three of these devices were encountered and destroyed, each releasing a tremendous amount of energy as a shockwave. Their purpose remains officially unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:commnode320x240.jpg]]|caption=The Shivan Comm Device}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
All details concerning this object have been classified level Omega, accessible only by those immediately authorized by the GTVA Security Council.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&#039;&#039;Has a large blast radius when destroyed, so blow it up and run!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DO NOT GET HIT BY THE ROTATING BLADES!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the other hand, if you have the piloting skill, you can weave in and out of the blades and watch them flatten any AI ship stupid enough to follow you. ;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The fastest way to destroy these is to destroy the core crystal. More specifically, aim the conical parts of the crystal that are close to the points where it unites with the blades. Hitting these points will rapidly destroy the core, after which the whole thing blows up.&#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; | Comm Device (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 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;
| 40 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 748 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Herra Tohtori</name></author>
	</entry>
</feed>