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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kopachris</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T10:50:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=41221</id>
		<title>User:Kopachris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=41221"/>
		<updated>2012-12-23T12:18:35Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: I don&amp;#039;t like it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=POF_data_structure&amp;diff=34126</id>
		<title>POF data structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=POF_data_structure&amp;diff=34126"/>
		<updated>2011-04-01T02:41:11Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Chunk specs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following information is copied from the Descent Developer&#039;s Network [http://web.archive.org/web/20010619182804/descent-freespace.com/ddn/specs/pof/ pof specs page].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
These files are used to hold the ship model data. The data for the ship is basically a BSP tree that doesn&#039;t split polygons across the planes (since we&#039;re using zbuffering) and the planes are created by halving the largest dimension of each bounding box recursively. Due to the vastness of some of our models, this recursively split structure allows our collision detection and dynamic lighting to do quick out&#039;s on the model. For example, to check if a vector interects the model, I check against the bounding box. If it hits, I then check each of the two boxes it is split into. Then I recursively check each subdivided box as long as the vector is still interesecting.&lt;br /&gt;
&lt;br /&gt;
We create the POF file by exporting a 3DS Max file with a special plugin tool to generate a &amp;quot;.P3D&amp;quot; file, which is essentially a 3d studio file only with texture uv&#039;s stored for each face vertex rather than for each vertex. We then run the .P3D file through an in-house Win32 program called &#039;BSPGEN&#039; which creates the POF file. Depending on the model size, BSPGEN takes a few minutes or so.&lt;br /&gt;
&lt;br /&gt;
Each ship is made up of a lot of subobjects where a subobject is a collection of polygons. For instance, each detail level of a hull of a ship is a subobject. A radar dish is a subobject. A piece of debris that the ship explodes into is a subobject. Each subobject can then have children subobjects. To draw the highest detail model of a ship, draw the subobject identified as detail level 0 and draw all it&#039;s children.&lt;br /&gt;
&lt;br /&gt;
This document was written by John Slagel from Volition Inc., with revisions and bugfixing from Garry Knudson. FreeSpace 2 additions were made by Dave Baranec (Volition Inc.), Garry Knudson and Francis &amp;quot;Pastel&amp;quot; Avila.&lt;br /&gt;
&lt;br /&gt;
[[POF_Order_FS2|POF block order list for retail FS2 models]]&lt;br /&gt;
&lt;br /&gt;
==Data types==&lt;br /&gt;
This uses standard Intel data types.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  (int) == 4 bytes, signed&lt;br /&gt;
  (uint) == 4 bytes, unsigned&lt;br /&gt;
  (short) == 2 bytes, signed&lt;br /&gt;
  (ushort) == 2 bytes, unsigned&lt;br /&gt;
  (char) == 1 byte, signed&lt;br /&gt;
  (ubyte) == 1 byte, unsigned&lt;br /&gt;
  (float) == 4 bytes, signed&lt;br /&gt;
  (vector) == 3 floats, 12 bytes total&lt;br /&gt;
  (string) == an int specifying length of string and char[length] for the string itself&lt;br /&gt;
  (note: it is NOT null-terminated)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic file structure==&lt;br /&gt;
The file format is a binary file using standard Intel data types. The header consists of a signature and the file version number:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] file_id   // must be &#039;PSPO&#039;&lt;br /&gt;
int version       // Major*100+Minor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
*PSPO stood for Parallax Software Polygon Object at one time. Conflict, Descent: FreeSpace shipped at POF version 20.14, so version would be equal to 2014 in most POF files (not all). FreeSpace 2 shipped at POF version 21.17, some files are 21.16.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The rest of the file is a bunch of chunks. Each chunk is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;char[4] chunk_id  // see below for available chunk types&lt;br /&gt;
int length        // length of the chunk.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chunk specs==&lt;br /&gt;
Here is a breakdown of each of the chunk types:&lt;br /&gt;
&lt;br /&gt;
*&#039;OHDR&#039; (FreeSpace 1) and &#039;HDR2&#039; (FreeSpace 2) - Object header info&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ifdef version2116orhigher&lt;br /&gt;
 // FreeSpace 2&lt;br /&gt;
 float max_radius           // maximum radius of entire ship&lt;br /&gt;
 int obj_flags              // object flags. Bit 1 = Textures contain tiling&lt;br /&gt;
 int num_subobjects         // number of subobjects&lt;br /&gt;
#else&lt;br /&gt;
 // FreeSpace 1&lt;br /&gt;
 int num_subobjects         // number of subobjects&lt;br /&gt;
 float max_radius           // maximum radius of entire ship&lt;br /&gt;
 int obj_flags              // object flags. Bit 1 = Textures contain tiling&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
vector min_bounding         // min bounding box point&lt;br /&gt;
vector max_bounding         // max bounding box point&lt;br /&gt;
&lt;br /&gt;
int num_detaillevels        // number of detail levels&lt;br /&gt;
for each detail_level, i {&lt;br /&gt;
 int sobj_detailevels[i]    // subobject number for detail level I, 0 being highest.&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
int num_debris              // number of debris pieces that model explodes into&lt;br /&gt;
for each debris piece, i&lt;br /&gt;
 int sobj_debris[i]         // subobject number for debris piece i&lt;br /&gt;
&lt;br /&gt;
#ifdef version1903orhigher&lt;br /&gt;
 float mass                 // see notes below&lt;br /&gt;
 vector mass_center         // center of mass&lt;br /&gt;
 float[3][3] moment_inertia // moment of inertia&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef version2014orhigher&lt;br /&gt;
 int num_cross_sections     // number of cross sections (used for exploding ship) (*)&lt;br /&gt;
 for each cross_section, i {&lt;br /&gt;
  float depth[i]&lt;br /&gt;
  float radius[i]&lt;br /&gt;
 }&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef version2007orhigher&lt;br /&gt;
 int num_lights             // number of precalculated muzzle flash lights&lt;br /&gt;
 for each light {&lt;br /&gt;
  vector location&lt;br /&gt;
  int light_type            // type of light&lt;br /&gt;
 }&lt;br /&gt;
#endif&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**Notes:&lt;br /&gt;
&lt;br /&gt;
for version&amp;lt;2009, mass is a volume mass&lt;br /&gt;
for version&amp;gt;=2009, mass is an area mass&lt;br /&gt;
conversion: area_mass=4.65*(vol_mass^2/3); also scale moment_inertia by vol_mass/area_mass&lt;br /&gt;
(*) if there is no cross_section data, num_cross_sections is -1 instead of 0, as one would expect.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;TXTR&#039; - A list of textures used on this ship. The order they appear here is the number that a face uses to reference a particular texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_textures&lt;br /&gt;
for each texture,i&lt;br /&gt;
 string tex_filename[i]    // texture filename&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;PINF&#039; - Miscellaneous info about the POF file, command line, etc.&lt;br /&gt;
&lt;br /&gt;
Contains a block of NULL-terminated strings. Just read chunk size bytes and stuff it into a string.&lt;br /&gt;
&lt;br /&gt;
*&#039;PATH&#039; - Paths for docking and AI ships to follow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_paths&lt;br /&gt;
for each path, p {&lt;br /&gt;
 string name[p]             // name&lt;br /&gt;
 string parent[p]           // parent&#039;s name&lt;br /&gt;
 int num_verts[p]&lt;br /&gt;
 for each vert, v {&lt;br /&gt;
   vector pos[p,v]&lt;br /&gt;
   float radius[p,v]&lt;br /&gt;
   int num_turrets[p,v]&lt;br /&gt;
   for each turret, t {&lt;br /&gt;
    int sobj_number[p,v,t]  // subobject number&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SPCL&#039; - Data for special points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_special_points&lt;br /&gt;
for each special_point, p {&lt;br /&gt;
 string name[p]&lt;br /&gt;
 string properties[p]&lt;br /&gt;
 vector point[p]&lt;br /&gt;
 float radius[p]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SHLD&#039; - Data for the shield mesh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_vertices&lt;br /&gt;
for each vertex, v {&lt;br /&gt;
 vector position[v]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
int num faces&lt;br /&gt;
for each face, f {&lt;br /&gt;
 vector face_normal[f]&lt;br /&gt;
 int[3] face_vertices    // indexed into vertex list&lt;br /&gt;
 int[3] neighbors        // indexed into face list&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039; EYE&#039; - Data for eye points (Where pilot looks in 1st person views). Note the space in front of EYE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_eye_positions&lt;br /&gt;
for each eye_position, e {&lt;br /&gt;
 int sobj_number[e]      // subobject number this eye is attached to&lt;br /&gt;
 vector sobj_offset[e]   // offset from subobject&lt;br /&gt;
 vector normal[e]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;GPNT&#039; and &#039;MPNT&#039; - Gun and Missile firing points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_slots&lt;br /&gt;
for each slot, s {&lt;br /&gt;
 int num_guns[s]&lt;br /&gt;
 for each gun, g {&lt;br /&gt;
   vector point[g,s]&lt;br /&gt;
   vector norm[g,s]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;slot&amp;quot; is what you see in the loadout screen. Primaries have a max of 2 and secondaries of 3 for player-flyable ships.&lt;br /&gt;
&amp;quot;Guns&amp;quot; are the actual number of barrels and hence projectiles you&#039;ll get when you press the trigger. There is likely no practical max.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;TGUN&#039; and &#039;TMIS&#039; - Turret Gun and Turret Missile firing points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_banks&lt;br /&gt;
&lt;br /&gt;
for each bank, b {&lt;br /&gt;
 int sobj_parent[b]       // parent subobject (the subobject with which this turret is associated) (*)&lt;br /&gt;
 int sobj_par_phys[b]     // physical parent subobject (the subobject to which the turret rotates) (*)&lt;br /&gt;
&lt;br /&gt;
 vector turret_normal[b]&lt;br /&gt;
 int num_firing_points[b]&lt;br /&gt;
 for each firing_point {&lt;br /&gt;
  vector position[b,f]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
For multipart turrets, sobj_parent is the &amp;quot;barrel&amp;quot; of a turret, and the firing points will be in this sobj&#039;s axial frame. sobj_par_phys is the &amp;quot;base&amp;quot; of a turret, which the barrel will rotate with.&lt;br /&gt;
For single-part turrets, sobj_parent == sobj_parent_phys.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;DOCK&#039; - Data for docking points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_docks&lt;br /&gt;
&lt;br /&gt;
for each dock, d {&lt;br /&gt;
 string properties[d]     // see notes below&lt;br /&gt;
 int num_spline_paths[d]&lt;br /&gt;
 for each spline_path, p {&lt;br /&gt;
  int path_number[d,p]&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 int num_points&lt;br /&gt;
 for each point, d {&lt;br /&gt;
  vector position&lt;br /&gt;
  vector normal&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Note: Properties… if $name= found, then this is name. If name is cargo then this is a cargo bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;FUEL&#039; - Data for engine thruster glows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_thrusters&lt;br /&gt;
for each thruster,t {&lt;br /&gt;
 int num glows[t]&lt;br /&gt;
 &lt;br /&gt;
 #ifdef version2117orhigher // FreeSpace 2 change&lt;br /&gt;
  string properties&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 for each glow {&lt;br /&gt;
  vector pos[t,g]&lt;br /&gt;
  vector norm[t,g]   // used to tell if behind glow&lt;br /&gt;
  float radius[t,g]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SOBJ&#039; (FreeSpace 1) and &#039;OBJ2&#039; (FreeSpace 2) - Data for a subobject. Contains some info and a bunch of vertices and polygons in the form of a BSP tree or Octree depending on how you look at it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int submodel_number  // What submodel number this is.&lt;br /&gt;
&lt;br /&gt;
#ifdef version2116orhigher&lt;br /&gt;
 // FreeSpace 2&lt;br /&gt;
 float radius        // radius of this subobject&lt;br /&gt;
 int submodel_parent // What submodel is this model&#039;s parent. Equal to -1 if none.&lt;br /&gt;
 vector offset       // Offset to from parent object &amp;lt;- Added 09/10/98&lt;br /&gt;
#else&lt;br /&gt;
 // FreeSpace 1&lt;br /&gt;
 int submodel_parent // What submodel is this model&#039;s parent. Equal to -1 if none.&lt;br /&gt;
 vector offset       // Offset to from parent object &amp;lt;- Added 09/10/98&lt;br /&gt;
 float radius        // radius of this subobject&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
vector geometric_center&lt;br /&gt;
vector bounding_box_min_point&lt;br /&gt;
vector bounding_box_max_point&lt;br /&gt;
&lt;br /&gt;
string submodel_name&lt;br /&gt;
string properites&lt;br /&gt;
int movement_type&lt;br /&gt;
int movement_axis&lt;br /&gt;
&lt;br /&gt;
int reserved         // must be 0&lt;br /&gt;
int bsp_data_size    // number of bytes now following&lt;br /&gt;
char[bsp_data_size] bsp_data  // contains actual polygons, etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
** Note: bsp_data is explained [[bsp_data_structure|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;INSG&#039; - Squad logo/Insignia data chunk (FreeSpace 2 only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_insignias&lt;br /&gt;
for each insignia, i {&lt;br /&gt;
 int detail_level // ship detail level&lt;br /&gt;
 int num_faces&lt;br /&gt;
 int num_vertices&lt;br /&gt;
 for each vertice, j {&lt;br /&gt;
  vector vertex_position&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 vector offset // offset of the insignia in model coords&lt;br /&gt;
 for each face, j {&lt;br /&gt;
  for 0 to 2, k {&lt;br /&gt;
   int vertex_index // vertex index for this face&lt;br /&gt;
   float u_texture_coordinate&lt;br /&gt;
   float v_texture_coordinate&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;ACEN&#039; - Auto-Centering info (FreeSpace 2 only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vector point // autocentering point for the entire model&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** The autocentering point was basically just a little convenient extra data we stuck in models where the pivot point of the model wasn&#039;t at the center. Since we rotate ships in the tech room by rotating around the pivot point, it looked dumb when the colossus&#039; rear end was in the middle of the screen and it was spinning on it. So the autocenter point was just a point pretty much near the model we could use to push an extra matrix onto our transform stack and have it show up centered around it. The point itself is in model coordinates.&lt;br /&gt;
&lt;br /&gt;
*&#039;GLOW&#039; - Glowpoint info (FS2_Open only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_glowpoints&lt;br /&gt;
for each glowpoint, g {&lt;br /&gt;
 int disp_time // displacement time for blinking (e.g. for Orion runway lights)&lt;br /&gt;
 int on_time&lt;br /&gt;
 int off_time&lt;br /&gt;
 int obj_parent // parent subobject number&lt;br /&gt;
 int LOD // Should be 0&lt;br /&gt;
 int type // Should also be 0&lt;br /&gt;
 string properties // Texture name, no file path or extension, like: &amp;quot;$glow_texture=...&amp;quot;&lt;br /&gt;
 vector point&lt;br /&gt;
 vector norm // (0,0,0) is omnidirectional&lt;br /&gt;
 float radius&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SLDC&#039; - Shield mesh collision tree info (FS2_Open only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
uint tree_size&lt;br /&gt;
for each node, n {&lt;br /&gt;
 ubyte type // 0 = SPLIT, 1 = LEAF/polylist&lt;br /&gt;
 uint size&lt;br /&gt;
 if !type { // SPLIT&lt;br /&gt;
  vector bound_min&lt;br /&gt;
  vector bound_max&lt;br /&gt;
  uint front_offset&lt;br /&gt;
  uint back_offset&lt;br /&gt;
 }&lt;br /&gt;
 else { // LEAF&lt;br /&gt;
  vector bound_min&lt;br /&gt;
  vector bound_max&lt;br /&gt;
  uint num_polygons&lt;br /&gt;
  for each polygon, p {&lt;br /&gt;
   uint polygon_addr // indexed into shield mesh face list?&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** The shield mesh collision tree speeds up collision calculation by adding bounding boxes around each polygon in the shield mesh.  It works basically like a [[bsp_data_structure|BSP tree]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=POF_data_structure&amp;diff=34122</id>
		<title>POF data structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=POF_data_structure&amp;diff=34122"/>
		<updated>2011-03-31T16:50:41Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Chunk specs */  -- added GLOW chunk and SLDC chunk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following information is copied from the Descent Developer&#039;s Network [http://web.archive.org/web/20010619182804/descent-freespace.com/ddn/specs/pof/ pof specs page].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
These files are used to hold the ship model data. The data for the ship is basically a BSP tree that doesn&#039;t split polygons across the planes (since we&#039;re using zbuffering) and the planes are created by halving the largest dimension of each bounding box recursively. Due to the vastness of some of our models, this recursively split structure allows our collision detection and dynamic lighting to do quick out&#039;s on the model. For example, to check if a vector interects the model, I check against the bounding box. If it hits, I then check each of the two boxes it is split into. Then I recursively check each subdivided box as long as the vector is still interesecting.&lt;br /&gt;
&lt;br /&gt;
We create the POF file by exporting a 3DS Max file with a special plugin tool to generate a &amp;quot;.P3D&amp;quot; file, which is essentially a 3d studio file only with texture uv&#039;s stored for each face vertex rather than for each vertex. We then run the .P3D file through an in-house Win32 program called &#039;BSPGEN&#039; which creates the POF file. Depending on the model size, BSPGEN takes a few minutes or so.&lt;br /&gt;
&lt;br /&gt;
Each ship is made up of a lot of subobjects where a subobject is a collection of polygons. For instance, each detail level of a hull of a ship is a subobject. A radar dish is a subobject. A piece of debris that the ship explodes into is a subobject. Each subobject can then have children subobjects. To draw the highest detail model of a ship, draw the subobject identified as detail level 0 and draw all it&#039;s children.&lt;br /&gt;
&lt;br /&gt;
This document was written by John Slagel from Volition Inc., with revisions and bugfixing from Garry Knudson. FreeSpace 2 additions were made by Dave Baranec (Volition Inc.), Garry Knudson and Francis &amp;quot;Pastel&amp;quot; Avila.&lt;br /&gt;
&lt;br /&gt;
[[POF_Order_FS2|POF block order list for retail FS2 models]]&lt;br /&gt;
&lt;br /&gt;
==Data types==&lt;br /&gt;
This uses standard Intel data types.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  (int) == 4 bytes, signed&lt;br /&gt;
  (uint) == 4 bytes, unsigned&lt;br /&gt;
  (short) == 2 bytes, signed&lt;br /&gt;
  (ushort) == 2 bytes, unsigned&lt;br /&gt;
  (char) == 1 byte, signed&lt;br /&gt;
  (ubyte) == 1 byte, unsigned&lt;br /&gt;
  (float) == 4 bytes, signed&lt;br /&gt;
  (vector) == 3 floats, 12 bytes total&lt;br /&gt;
  (string) == an int specifying length of string and char[length] for the string itself&lt;br /&gt;
  (note: it is NOT null-terminated)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic file structure==&lt;br /&gt;
The file format is a binary file using standard Intel data types. The header consists of a signature and the file version number:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] file_id   // must be &#039;PSPO&#039;&lt;br /&gt;
int version       // Major*100+Minor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
*PSPO stood for Parallax Software Polygon Object at one time. Conflict, Descent: FreeSpace shipped at POF version 20.14, so version would be equal to 2014 in most POF files (not all). FreeSpace 2 shipped at POF version 21.17, some files are 21.16.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The rest of the file is a bunch of chunks. Each chunk is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;char[4] chunk_id  // see below for available chunk types&lt;br /&gt;
int length        // length of the chunk.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chunk specs==&lt;br /&gt;
Here is a breakdown of each of the chunk types:&lt;br /&gt;
&lt;br /&gt;
*&#039;OHDR&#039; (FreeSpace 1) and &#039;HDR2&#039; (FreeSpace 2) - Object header info&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ifdef version2116orhigher&lt;br /&gt;
 // FreeSpace 2&lt;br /&gt;
 float max_radius           // maximum radius of entire ship&lt;br /&gt;
 int obj_flags              // object flags. Bit 1 = Textures contain tiling&lt;br /&gt;
 int num_subobjects         // number of subobjects&lt;br /&gt;
#else&lt;br /&gt;
 // FreeSpace 1&lt;br /&gt;
 int num_subobjects         // number of subobjects&lt;br /&gt;
 float max_radius           // maximum radius of entire ship&lt;br /&gt;
 int obj_flags              // object flags. Bit 1 = Textures contain tiling&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
vector min_bounding         // min bounding box point&lt;br /&gt;
vector max_bounding         // max bounding box point&lt;br /&gt;
&lt;br /&gt;
int num_detaillevels        // number of detail levels&lt;br /&gt;
for each detail_level, i {&lt;br /&gt;
 int sobj_detailevels[i]    // subobject number for detail level I, 0 being highest.&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
int num_debris              // number of debris pieces that model explodes into&lt;br /&gt;
for each debris piece, i&lt;br /&gt;
 int sobj_debris[i]         // subobject number for debris piece i&lt;br /&gt;
&lt;br /&gt;
#ifdef version1903orhigher&lt;br /&gt;
 float mass                 // see notes below&lt;br /&gt;
 vector mass_center         // center of mass&lt;br /&gt;
 float[3][3] moment_inertia // moment of inertia&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef version2014orhigher&lt;br /&gt;
 int num_cross_sections     // number of cross sections (used for exploding ship) (*)&lt;br /&gt;
 for each cross_section, i {&lt;br /&gt;
  float depth[i]&lt;br /&gt;
  float radius[i]&lt;br /&gt;
 }&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef version2007orhigher&lt;br /&gt;
 int num_lights             // number of precalculated muzzle flash lights&lt;br /&gt;
 for each light {&lt;br /&gt;
  vector location&lt;br /&gt;
  int light_type            // type of light&lt;br /&gt;
 }&lt;br /&gt;
#endif&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**Notes:&lt;br /&gt;
&lt;br /&gt;
for version&amp;lt;2009, mass is a volume mass&lt;br /&gt;
for version&amp;gt;=2009, mass is an area mass&lt;br /&gt;
conversion: area_mass=4.65*(vol_mass^2/3); also scale moment_inertia by vol_mass/area_mass&lt;br /&gt;
(*) if there is no cross_section data, num_cross_sections is -1 instead of 0, as one would expect.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;TXTR&#039; - A list of textures used on this ship. The order they appear here is the number that a face uses to reference a particular texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_textures&lt;br /&gt;
for each texture,i&lt;br /&gt;
 string tex_filename[i]    // texture filename&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;PINF&#039; - Miscellaneous info about the POF file, command line, etc.&lt;br /&gt;
&lt;br /&gt;
Contains a block of NULL-terminated strings. Just read chunk size bytes and stuff it into a string.&lt;br /&gt;
&lt;br /&gt;
*&#039;PATH&#039; - Paths for docking and AI ships to follow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_paths&lt;br /&gt;
for each path, p {&lt;br /&gt;
 string name[p]             // name&lt;br /&gt;
 string parent[p]           // parent&#039;s name&lt;br /&gt;
 int num_verts[p]&lt;br /&gt;
 for each vert, v {&lt;br /&gt;
   vector pos[p,v]&lt;br /&gt;
   float radius[p,v]&lt;br /&gt;
   int num_turrets[p,v]&lt;br /&gt;
   for each turret, t {&lt;br /&gt;
    int sobj_number[p,v,t]  // subobject number&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SPCL&#039; - Data for special points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_special_points&lt;br /&gt;
for each special_point, p {&lt;br /&gt;
 string name[p]&lt;br /&gt;
 string properties[p]&lt;br /&gt;
 vector point[p]&lt;br /&gt;
 float radius[p]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SHLD&#039; - Data for the shield mesh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_vertices&lt;br /&gt;
for each vertex, v {&lt;br /&gt;
 vector position[v]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
int num faces&lt;br /&gt;
for each face, f {&lt;br /&gt;
 vector face_normal[f]&lt;br /&gt;
 int[3] face_vertices    // indexed into vertex list&lt;br /&gt;
 int[3] neighbors        // indexed into face list&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039; EYE&#039; - Data for eye points (Where pilot looks in 1st person views). Note the space in front of EYE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_eye_positions&lt;br /&gt;
for each eye_position, e {&lt;br /&gt;
 int sobj_number[e]      // subobject number this eye is attached to&lt;br /&gt;
 vector sobj_offset[e]   // offset from subobject&lt;br /&gt;
 vector normal[e]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;GPNT&#039; and &#039;MPNT&#039; - Gun and Missile firing points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_slots&lt;br /&gt;
for each slot, s {&lt;br /&gt;
 int num_guns[s]&lt;br /&gt;
 for each gun, g {&lt;br /&gt;
   vector point[g,s]&lt;br /&gt;
   vector norm[g,s]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;slot&amp;quot; is what you see in the loadout screen. Primaries have a max of 2 and secondaries of 3 for player-flyable ships.&lt;br /&gt;
&amp;quot;Guns&amp;quot; are the actual number of barrels and hence projectiles you&#039;ll get when you press the trigger. There is likely no practical max.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;TGUN&#039; and &#039;TMIS&#039; - Turret Gun and Turret Missile firing points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_banks&lt;br /&gt;
&lt;br /&gt;
for each bank, b {&lt;br /&gt;
 int sobj_parent[b]       // parent subobject (the subobject with which this turret is associated) (*)&lt;br /&gt;
 int sobj_par_phys[b]     // physical parent subobject (the subobject to which the turret rotates) (*)&lt;br /&gt;
&lt;br /&gt;
 vector turret_normal[b]&lt;br /&gt;
 int num_firing_points[b]&lt;br /&gt;
 for each firing_point {&lt;br /&gt;
  vector position[b,f]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
For multipart turrets, sobj_parent is the &amp;quot;barrel&amp;quot; of a turret, and the firing points will be in this sobj&#039;s axial frame. sobj_par_phys is the &amp;quot;base&amp;quot; of a turret, which the barrel will rotate with.&lt;br /&gt;
For single-part turrets, sobj_parent == sobj_parent_phys.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;DOCK&#039; - Data for docking points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_docks&lt;br /&gt;
&lt;br /&gt;
for each dock, d {&lt;br /&gt;
 string properties[d]     // see notes below&lt;br /&gt;
 int num_spline_paths[d]&lt;br /&gt;
 for each spline_path, p {&lt;br /&gt;
  int path_number[d,p]&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 int num_points&lt;br /&gt;
 for each point, d {&lt;br /&gt;
  vector position&lt;br /&gt;
  vector normal&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Note: Properties… if $name= found, then this is name. If name is cargo then this is a cargo bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;FUEL&#039; - Data for engine thruster glows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_thrusters&lt;br /&gt;
for each thruster,t {&lt;br /&gt;
 int num glows[t]&lt;br /&gt;
 &lt;br /&gt;
 #ifdef version2117orhigher // FreeSpace 2 change&lt;br /&gt;
  string properties&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 for each glow {&lt;br /&gt;
  vector pos[t,g]&lt;br /&gt;
  vector norm[t,g]   // used to tell if behind glow&lt;br /&gt;
  float radius[t,g]&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SOBJ&#039; (FreeSpace 1) and &#039;OBJ2&#039; (FreeSpace 2) - Data for a subobject. Contains some info and a bunch of vertices and polygons in the form of a BSP tree or Octree depending on how you look at it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int submodel_number  // What submodel number this is.&lt;br /&gt;
&lt;br /&gt;
#ifdef version2116orhigher&lt;br /&gt;
 // FreeSpace 2&lt;br /&gt;
 float radius        // radius of this subobject&lt;br /&gt;
 int submodel_parent // What submodel is this model&#039;s parent. Equal to -1 if none.&lt;br /&gt;
 vector offset       // Offset to from parent object &amp;lt;- Added 09/10/98&lt;br /&gt;
#else&lt;br /&gt;
 // FreeSpace 1&lt;br /&gt;
 int submodel_parent // What submodel is this model&#039;s parent. Equal to -1 if none.&lt;br /&gt;
 vector offset       // Offset to from parent object &amp;lt;- Added 09/10/98&lt;br /&gt;
 float radius        // radius of this subobject&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
vector geometric_center&lt;br /&gt;
vector bounding_box_min_point&lt;br /&gt;
vector bounding_box_max_point&lt;br /&gt;
&lt;br /&gt;
string submodel_name&lt;br /&gt;
string properites&lt;br /&gt;
int movement_type&lt;br /&gt;
int movement_axis&lt;br /&gt;
&lt;br /&gt;
int reserved         // must be 0&lt;br /&gt;
int bsp_data_size    // number of bytes now following&lt;br /&gt;
char[bsp_data_size] bsp_data  // contains actual polygons, etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
** Note: bsp_data is explained [[bsp_data_structure|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;INSG&#039; - Squad logo/Insignia data chunk (FreeSpace 2 only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_insignias&lt;br /&gt;
for each insignia, i {&lt;br /&gt;
 int detail_level // ship detail level&lt;br /&gt;
 int num_faces&lt;br /&gt;
 int num_vertices&lt;br /&gt;
 for each vertice, j {&lt;br /&gt;
  vector vertex_position&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 vector offset // offset of the insignia in model coords&lt;br /&gt;
 for each face, j {&lt;br /&gt;
  for 0 to 2, k {&lt;br /&gt;
   int vertex_index // vertex index for this face&lt;br /&gt;
   float u_texture_coordinate&lt;br /&gt;
   float v_texture_coordinate&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*&#039;ACEN&#039; - Auto-Centering info (FreeSpace 2 only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vector point // autocentering point for the entire model&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** The autocentering point was basically just a little convenient extra data we stuck in models where the pivot point of the model wasn&#039;t at the center. Since we rotate ships in the tech room by rotating around the pivot point, it looked dumb when the colossus&#039; rear end was in the middle of the screen and it was spinning on it. So the autocenter point was just a point pretty much near the model we could use to push an extra matrix onto our transform stack and have it show up centered around it. The point itself is in model coordinates.&lt;br /&gt;
&lt;br /&gt;
*&#039;GLOW&#039; - Glowpoint info (FS2_Open only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int num_glowpoints&lt;br /&gt;
for each glowpoint, g {&lt;br /&gt;
 int disp_time // displacement time for blinking (e.g. for Orion runway lights)&lt;br /&gt;
 int on_time&lt;br /&gt;
 int off_time&lt;br /&gt;
 int obj_parent // parent subobject number&lt;br /&gt;
 int LOD // Should be 0&lt;br /&gt;
 int type // Should also be 0&lt;br /&gt;
 string properties // Texture name, no file path or extension, like: &amp;quot;$glow_texture=...&amp;quot;&lt;br /&gt;
 vector point&lt;br /&gt;
 vector norm // (0,0,0) is omnidirectional&lt;br /&gt;
 float radius&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;SLDC&#039; - Shield mesh collision tree info (FS2_Open only)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
uint tree_size&lt;br /&gt;
for each node, n {&lt;br /&gt;
 ubyte type // 0 = SPLIT, 1 = LEAF/polylist&lt;br /&gt;
 uint size&lt;br /&gt;
 if !type { // SPLIT&lt;br /&gt;
  vector bound_min&lt;br /&gt;
  vector bound_max&lt;br /&gt;
  uint front_offset&lt;br /&gt;
  uint back_offset&lt;br /&gt;
 }&lt;br /&gt;
 else { // LEAF&lt;br /&gt;
  vector bound_min&lt;br /&gt;
  vector bound_max&lt;br /&gt;
  uint num_polygons&lt;br /&gt;
  for each polygon, p {&lt;br /&gt;
   uint polygon_addr // byte offset from beginning of file to each shield polygon in the list?&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** The shield mesh collision tree speeds up collision calculation by adding bounding boxes around each polygon in the shield mesh.  It works basically like a [[bsp_data_structure|BSP tree]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=28428</id>
		<title>User:Kopachris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=28428"/>
		<updated>2010-03-13T22:40:39Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
Kopachris started his piloting career near the end of the [[14-Year War]] aboard the &#039;&#039;[[GTD Galatea]]&#039;&#039;.  He was later transferred to the &#039;&#039;[[GTD Bastion]]&#039;&#039; when the &#039;&#039;Galatea&#039;&#039; was taken down by the &#039;&#039;Lucifer&#039;&#039; during the [[Great War]].  On board the &#039;&#039;Bastion&#039;&#039;, Kopachris served the [[GTA]] and played an instrumental role in defeating the &#039;&#039;[[SD Lucifer]]&#039;&#039; before it reached Earth.&lt;br /&gt;
&lt;br /&gt;
After the Great War, Kopachris signed up with [[GTI]] and was transferred to the &#039;&#039;[[GTD Krios]]&#039;&#039;, playing a major part in defeating the [[Hades Rebellion]].  A long period of inactivity followed, until the [[NTF]] activated the [[Knossos]] portal in [[Gamma Draconis]].  Kopachris played several roles in the [[Second Shivan Incursion]], including several undercover missions, escort mission, and tactical strike missions.  Kopachris was one of the few pilots stationed on the &#039;&#039;[[GTD Aquitaine]]&#039;&#039; to see both the unveiling and the destruction of the &#039;&#039;[[GTVA Colossus]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kopachris died at the end of the Second Shivan Incursion.  Eyewitnesses say he didn&#039;t make it to the [[Vega]] jump node before [[Capella]] went supernova.&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
Kopachris is currently planning several major projects.  First on the agenda is a collection of FreeSpace tools for Linux.  This includes a VP Editor, a launcher, and a POF importer for Blender.  These tools are being designed to make modding a simpler, more straightforward process.  All of these tools are initially going to be programmed in Python, but may be ported to C/C++ at a later time.&lt;br /&gt;
&lt;br /&gt;
After creating these mod tools, Kopachris plans to use them in the creation of a grand mod consisting of three feature-length campaigns, with a collection of new ships, weapons, command briefing animations, and cutscenes.  Kopachris will document the entire process of creating these campaigns in order to create an all-in-one guide to FreeSpace modding.&lt;br /&gt;
&lt;br /&gt;
===Linux Mod Tools===&lt;br /&gt;
A VP Editor, called &amp;quot;Linux VP Manager&amp;quot;, or LVPM, is currently in the detail planning stage and the beginning of the programming stage.  A simple command-line Python script at first, version 0.1 will support extracting single files, a list of files, or an entire directory from a [[*.VP|VP archive]], as well as creating a VP archive from a directory and listing the entire contents of a VP.  Later upgrades will include the ability add files to an archive, remove files from an archive, and eventually a GTK+ interface.&lt;br /&gt;
&lt;br /&gt;
Following LVPM, Kopachris intents to create a simple launcher to run on Linux that will help integrate FS2_Open with Linux.  The launcher will likely be written in Python with a GTK+ libglade interface and will do nothing more than write arguments to the data/cmdline_fso.cfg file.  It will also have an option to install a launcher in the GNOME menu.&lt;br /&gt;
&lt;br /&gt;
The final project for the Linux Mod Tool suite will be an import/export script that will allow [[Blender]] to use [[Model files|POF]] files.  This tool won&#039;t be limited to Linux, however, and should make modding simpler on any platform.  As of right now, the plan is to use empty meshes in Blender to represent point and normal data (such as weapon fire-points and the eye-point) and untextured cubes for subsystem data and other parts that require volume.  The exporter will include a tool to set data and options before exporting.&lt;br /&gt;
&lt;br /&gt;
===Three Campaigns and Grand Tutorial===&lt;br /&gt;
The first campaign idea takes place immediately after Capella goes supernova and is from the point of view of the squadron leader of the [[70th Blue Lions]].  The player and the rest of the Blue Lions are transferred to the &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTD_Messana|GTD Messana]]&#039;&#039; to help refugees fend off pirates and the dregs of the NTF while the &#039;&#039;Aquitaine&#039;&#039; is sent to either integrate with a new fleet or set up a new HQ for the [[3rd Terran Fleet|3rd Fleet]] (the decision hasn&#039;t been made yet).  Though the bulk of the plot hasn&#039;t been decided upon yet, Kopachris has revealed that the campaign will include a return to Capella (now a nebula).&lt;br /&gt;
&lt;br /&gt;
The second campaign goes through the same events and timeline as the first, but from the point of view of the [[pirates]].  A few missions will remain mostly the same, and the plot of each campaign will mingle, but each is meant to tell its own story of what happens after Capella.  As opposed to how most user-made campaigns treat pirates, both of Kopachris&#039;s campaigns intend to make pirates take on a more clever, sinister role in mission design.  Rather than being endless waves of cannon fodder, Kopachris&#039;s pirates will have a goal and will use whatever technology they have to reach that goal.&lt;br /&gt;
&lt;br /&gt;
The final cutscene of each of those two campaigns will be the same—15 years later, and contact with Sol is restored.  This cutscene will be intended to serve as a preview for the last campaign, which will describe what has been going on with Earth these past years and how the Earth-bound humans and the [[Lost Generation]] interact when they finally meet again.&lt;br /&gt;
&lt;br /&gt;
And of course, the construction of these campaigns will be fully documented in order to create a tutorial of modding FreeSpace.  The tutorial will cover such topics as plot design, modeling, texturing, animation, FREDding, music design, and voice recording.  Along with documentation, the tutorial project will also include a large reference manual from both canon and non-canon (but highly appraised) sources and all the development files (screenplays, models, textures, sheet music, etc.).&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=28427</id>
		<title>User:Kopachris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=28427"/>
		<updated>2010-03-13T22:40:09Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
Kopachris started his piloting career near the end of the [[14-Year War]] aboard the &#039;&#039;[[GTD Galatea]]&#039;&#039;.  He was later transferred to the &#039;&#039;[[GTD Bastion]]&#039;&#039; when the &#039;&#039;Galatea&#039;&#039; was taken down by the &#039;&#039;Lucifer&#039;&#039; during the [[Great War]].  On board the &#039;&#039;Bastion&#039;&#039;, Kopachris served the [[GTA]] and played an instrumental role in defeating the &#039;&#039;[[SD Lucifer]]&#039;&#039; before it reached Earth.&lt;br /&gt;
&lt;br /&gt;
After the Great War, Kopachris signed up with [[GTI]] and was transferred to the &#039;&#039;[[GTD Krios]]&#039;&#039;, playing a major part in defeating the [[Hades Rebellion]].  A long period of nothingness followed, until the [[NTF]] activated the [[Knossos]] portal in [[Gamma Draconis]].  Kopachris played several roles in the [[Second Shivan Incursion]], including several undercover missions, escort mission, and tactical strike missions.  Kopachris was one of the few pilots stationed on the &#039;&#039;[[GTD Aquitaine]]&#039;&#039; to see both the unveiling and the destruction of the &#039;&#039;[[GTVA Colossus]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kopachris died at the end of the Second Shivan Incursion.  Eyewitnesses say he didn&#039;t make it to the [[Vega]] jump node before [[Capella]] went supernova.&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
Kopachris is currently planning several major projects.  First on the agenda is a collection of FreeSpace tools for Linux.  This includes a VP Editor, a launcher, and a POF importer for Blender.  These tools are being designed to make modding a simpler, more straightforward process.  All of these tools are initially going to be programmed in Python, but may be ported to C/C++ at a later time.&lt;br /&gt;
&lt;br /&gt;
After creating these mod tools, Kopachris plans to use them in the creation of a grand mod consisting of three feature-length campaigns, with a collection of new ships, weapons, command briefing animations, and cutscenes.  Kopachris will document the entire process of creating these campaigns in order to create an all-in-one guide to FreeSpace modding.&lt;br /&gt;
&lt;br /&gt;
===Linux Mod Tools===&lt;br /&gt;
A VP Editor, called &amp;quot;Linux VP Manager&amp;quot;, or LVPM, is currently in the detail planning stage and the beginning of the programming stage.  A simple command-line Python script at first, version 0.1 will support extracting single files, a list of files, or an entire directory from a [[*.VP|VP archive]], as well as creating a VP archive from a directory and listing the entire contents of a VP.  Later upgrades will include the ability add files to an archive, remove files from an archive, and eventually a GTK+ interface.&lt;br /&gt;
&lt;br /&gt;
Following LVPM, Kopachris intents to create a simple launcher to run on Linux that will help integrate FS2_Open with Linux.  The launcher will likely be written in Python with a GTK+ libglade interface and will do nothing more than write arguments to the data/cmdline_fso.cfg file.  It will also have an option to install a launcher in the GNOME menu.&lt;br /&gt;
&lt;br /&gt;
The final project for the Linux Mod Tool suite will be an import/export script that will allow [[Blender]] to use [[Model files|POF]] files.  This tool won&#039;t be limited to Linux, however, and should make modding simpler on any platform.  As of right now, the plan is to use empty meshes in Blender to represent point and normal data (such as weapon fire-points and the eye-point) and untextured cubes for subsystem data and other parts that require volume.  The exporter will include a tool to set data and options before exporting.&lt;br /&gt;
&lt;br /&gt;
===Three Campaigns and Grand Tutorial===&lt;br /&gt;
The first campaign idea takes place immediately after Capella goes supernova and is from the point of view of the squadron leader of the [[70th Blue Lions]].  The player and the rest of the Blue Lions are transferred to the &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTD_Messana|GTD Messana]]&#039;&#039; to help refugees fend off pirates and the dregs of the NTF while the &#039;&#039;Aquitaine&#039;&#039; is sent to either integrate with a new fleet or set up a new HQ for the [[3rd Terran Fleet|3rd Fleet]] (the decision hasn&#039;t been made yet).  Though the bulk of the plot hasn&#039;t been decided upon yet, Kopachris has revealed that the campaign will include a return to Capella (now a nebula).&lt;br /&gt;
&lt;br /&gt;
The second campaign goes through the same events and timeline as the first, but from the point of view of the [[pirates]].  A few missions will remain mostly the same, and the plot of each campaign will mingle, but each is meant to tell its own story of what happens after Capella.  As opposed to how most user-made campaigns treat pirates, both of Kopachris&#039;s campaigns intend to make pirates take on a more clever, sinister role in mission design.  Rather than being endless waves of cannon fodder, Kopachris&#039;s pirates will have a goal and will use whatever technology they have to reach that goal.&lt;br /&gt;
&lt;br /&gt;
The final cutscene of each of those two campaigns will be the same—15 years later, and contact with Sol is restored.  This cutscene will be intended to serve as a preview for the last campaign, which will describe what has been going on with Earth these past years and how the Earth-bound humans and the [[Lost Generation]] interact when they finally meet again.&lt;br /&gt;
&lt;br /&gt;
And of course, the construction of these campaigns will be fully documented in order to create a tutorial of modding FreeSpace.  The tutorial will cover such topics as plot design, modeling, texturing, animation, FREDding, music design, and voice recording.  Along with documentation, the tutorial project will also include a large reference manual from both canon and non-canon (but highly appraised) sources and all the development files (screenplays, models, textures, sheet music, etc.).&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=22433</id>
		<title>User:Kopachris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Kopachris&amp;diff=22433"/>
		<updated>2009-04-17T04:17:13Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: New page: ==Preferred ships== ===Type:=== *Heavy assault fighter *Intercept fighter ===FS1:=== *Hercules *Valkyrie ===FS2:=== *Terran Mara *Herc II *Erinyes *[[...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preferred ships==&lt;br /&gt;
===Type:===&lt;br /&gt;
*Heavy assault fighter&lt;br /&gt;
*Intercept fighter&lt;br /&gt;
===FS1:===&lt;br /&gt;
*[[Hercules]]&lt;br /&gt;
*[[Valkyrie]]&lt;br /&gt;
===FS2:===&lt;br /&gt;
*[[SF Mara (Terrans)|Terran Mara]]&lt;br /&gt;
*[[Herc II]]&lt;br /&gt;
*[[Erinyes]]&lt;br /&gt;
*[[Perseus]]&lt;br /&gt;
*[[Tauret]]&lt;br /&gt;
==Preferred weapons==&lt;br /&gt;
===FS1:===&lt;br /&gt;
*[[Banshee]]&lt;br /&gt;
*[[Hornet]]&lt;br /&gt;
===Early FS2:===&lt;br /&gt;
*[[Prometheus R]]&lt;br /&gt;
*[[Subach HL-7]]&lt;br /&gt;
*[[Hornet]]&lt;br /&gt;
===Mid FS2:===&lt;br /&gt;
*[[Prometheus S]]&lt;br /&gt;
*[[Tornado]]&lt;br /&gt;
===Late FS2:===&lt;br /&gt;
*[[Maxim]]&lt;br /&gt;
*[[GTW Circe|Circe]]&lt;br /&gt;
*[[Tornado]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara&amp;diff=22432</id>
		<title>SF Mara</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara&amp;diff=22432"/>
		<updated>2009-04-17T04:14:38Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:mara320x240.jpg]]|caption=The SF Mara}}&lt;br /&gt;
&lt;br /&gt;
The extensively used &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was one of the [[Shivans|Shivan]] fighters used during their [[Second Shivan Incursion|second invasion]]. The Mara was fast, maneuverable, tough, and relatively small. The craft also had a superior secondary weapon capability that could even compete with that of a bomber-type. Like all Shivan fighters, the Mara was extremely well-shielded and its armoring was somehow superior to that of a typical Shivan fighter. Although it was still weaker than a Terran fighter&#039;s, its heavy shielding and swiftness made the Mara a formidable opponent in a dogfight. However, despite its specifications as a fighter-type, Maras were still impractical against larger vessels, thus they were often tasked with bomber escort.&lt;br /&gt;
&lt;br /&gt;
It is the Mara class that was first designated of all Second Incursion-era Shivan fighters after a group of Mara fighters were detected emerging from the [[Knossos]] subspace portal in [[Gamma Draconis]]. The fighters, with the help of a [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;-class cruiser]], easily took down the patrolling GTVA force.&lt;br /&gt;
&lt;br /&gt;
Some time during the nebula campaign, [[Special Operations Command|SOC]] managed to capture a wing of these fighters, and their engineers retrofitted them for [[Terran]] use. Later, they were used in another SOC operation that discovered the actual size of the Shivan fleet, as well as a third Knossos device.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The Mara seems to be a Shivan heavy attack fighter. It is not as maneuverable as other Shivan fighters, but it packs quite a punch, and it is very resistant to our weaponry.  Most often they have been used in attacking our supply convoys and transports.&lt;br /&gt;
Treat the Mara as a Class C threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
Mara has many meanings and connotations. Most likely, the fighter class is named after the Hindu goddess of death. In Buddhism, Mara is not a goddess but a male demon.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Space Superiority (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#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;
| 70.0 - 78.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 120.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 17.8 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|}&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|It would be a disservice to the Mara to say it&#039;s just a Herc II with the speed and maneuverability of the Perseus. But that&#039;s the Mara in a nutshell.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The one disadvantage of the Mara is the fairly large target profile it presents to the enemy, but its combination of maneouverability, firepower and durability easily makes up for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Terran Mara&amp;quot; you use in [[Into the Lion&#039;s Den]] is slightly superior to the Shivan version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above comment is at best an understatement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mara is a highly-capable craft. It can outmaneuver most heavier GTVA fighters and bombers, has enough speed at its disposal to be competitive, and finally has enough weaponry to be a significant threat. All this, even in the hands of an AI pilot. If the Mara were being piloted by players it would be a terror. And the uprated [[SF Mara (Terrans)]] is a truly a nightmare, but fortunately one for the other guy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maras are a true nightmare on higher difficulty levels. They always appear in swarms, and instantly start trying to fill your ship with volley after volley of Hornets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What was said above about outmaneuvering heavier fighters and bombers is only true on higher difficulty levels.  Even then, as long as you know how to use a heavy fighter properly, you&#039;ll be fine.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=22431</id>
		<title>GTW Maxim</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=22431"/>
		<updated>2009-04-17T04:04:56Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-66 Maxim Cannon&#039;&#039;&#039; is a brand new design;  a long-range, high velocity particle accelerator cannon that functions more or less like a mass driver. The weapon has the best range of any primary gun, at 3.5km, and also inflicts the highest degree of hull damage.&lt;br /&gt;
&lt;br /&gt;
A tactically invaluable weapon since it out-ranges any existing anti-fighter defenses, the Maxim&#039;s primary disadvantages are first that it draws an amazing amount of power to operate; and second that it causes a substantial amount of recoil per shot, strong enough to affect the pilot&#039;s visual aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Maxim.gif]]|caption=The GTW-66 Maxim Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Maxim===&lt;br /&gt;
{{Primary|3600|6.67|1800|26|Full|26|Poor|4|Good|20}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Maxim D===&lt;br /&gt;
{{Primary|2700|6.67|1800|20|Good|16|Poor|4|Full|20}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The weapon has high recoil values [[Weapons.tbl#Weapon Flags|(Shudder)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Maxim is a rapid-fire, extra-long-range (three kilometers!) anti-hull cannon. It is clearly designed for the purpose of making capital ships&#039; lives miserable, allowing the player to destroy subsystems and even whole smaller capships with ease from beyond the range of return fire. It does produce some &amp;quot;shake&amp;quot; effect as it fires, degrading its accuracy somewhat. Because of its high rate of fire, despite its low shield damage it is also still mildly effective against shielded targets. Be aware though that this weapon is perhaps the biggest energy hog of them all, and will run you dry with mere seconds of sustained fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the Maxim is still considered by some to be &amp;quot;unfair&amp;quot; and &amp;quot;un-balanced&amp;quot; because of its ability to destroy turrets and destroy cruisers beyond the range of their [[Standard Flak|Flak]] guns. For example, with this gun a [[GTF Ulysses|Ulysses]] can take out all of the subsystems of a [[GTCv Deimos|Deimos]]. The argument is that in &amp;quot;real life&amp;quot; a warship wouldn&#039;t just sit on its behind and take the damage, instead jumping out or sending interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite its range and high rate of fire, the Maxim is a mediocre bomb interception weapon. It has high recoil and uses a massive amount of power. The best bomb interception weapon is the Morningstar, with this or the Mekhu in second place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maxim is a very convenient weapon if you know when and where to use them. By default, the Maxim is a good weapon to take down subsystems&amp;amp;mdash;especially larger turrets&amp;amp;mdash;and weaker cruisers from a safe distance. Remember it devours a lot of energy, so I suggest you keep your recharge rate maximum while firing, unless you are in a hurry to approach your target.  The &amp;quot;shake&amp;quot; effect does not affect your accuracy if you do not steer your ship; however, it will be distracting during a dogfight. If you are expecting a hard dogfight, either take &amp;quot;Dogfight Primary&amp;quot; + Trebuchets or Maxim + lots of &amp;quot;Dogfight Missiles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This weapon is of little use against Shivan fighters, as they have strong shields and hulls so weak, that you can destroy them witch few hits from anything. Larger ships, or even heavy bombers, are different thing, however.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expecting to see some warships jump into your operations area, and you have access to this weapon, it&#039;s definitely worth a look. Using a Maxim cannon, you may be able to disable at least some of a warship&#039;s armaments before it gets anywhere close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The classic combination of the Circe and the Maxim are excellent against Shivan fighters and bombers &#039;&#039;&#039;when fired in short bursts&#039;&#039;&#039;.  They both use up so much energy that it&#039;s hard to keep a steady stream of fire.  The long range and the high hull damage of the Maxim is excellent against anything that&#039;s slow and unshielded.}}&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The Maxim gun was one of the first machine guns, operated around the turn of the 19th and 20th centuries. The gun was developed by an American inventor, Sir Hiram Maxim in 1884.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=22430</id>
		<title>GTW Maxim</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=22430"/>
		<updated>2009-04-17T04:04:15Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-66 Maxim Cannon&#039;&#039;&#039; is a brand new design;  a long-range, high velocity particle accelerator cannon that functions more or less like a mass driver. The weapon has the best range of any primary gun, at 3.5km, and also inflicts the highest degree of hull damage.&lt;br /&gt;
&lt;br /&gt;
A tactically invaluable weapon since it out-ranges any existing anti-fighter defenses, the Maxim&#039;s primary disadvantages are first that it draws an amazing amount of power to operate; and second that it causes a substantial amount of recoil per shot, strong enough to affect the pilot&#039;s visual aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Maxim.gif]]|caption=The GTW-66 Maxim Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Reconstruction efforts after the Great War inspired advancements in metallurgy and efficient conventional explosives. The two are elegantly combined in the GTW-66 Maxim. The Maxim is by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon, accelerating uranium slugs along its smoothbore barrel. The Maxim has a difficult time penetrating energy-based shields, but it has a devastating effect on hull plating and subsystem armor.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Maxim===&lt;br /&gt;
{{Primary|3600|6.67|1800|26|Full|26|Poor|4|Good|20}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Maxim D===&lt;br /&gt;
{{Primary|2700|6.67|1800|20|Good|16|Poor|4|Full|20}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The weapon has high recoil values [[Weapons.tbl#Weapon Flags|(Shudder)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Maxim is a rapid-fire, extra-long-range (three kilometers!) anti-hull cannon. It is clearly designed for the purpose of making capital ships&#039; lives miserable, allowing the player to destroy subsystems and even whole smaller capships with ease from beyond the range of return fire. It does produce some &amp;quot;shake&amp;quot; effect as it fires, degrading its accuracy somewhat. Because of its high rate of fire, despite its low shield damage it is also still mildly effective against shielded targets. Be aware though that this weapon is perhaps the biggest energy hog of them all, and will run you dry with mere seconds of sustained fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the Maxim is still considered by some to be &amp;quot;unfair&amp;quot; and &amp;quot;un-balanced&amp;quot; because of its ability to destroy turrets and destroy cruisers beyond the range of their [[Standard Flak|Flak]] guns. For example, with this gun a [[GTF Ulysses|Ulysses]] can take out all of the subsystems of a [[GTCv Deimos|Deimos]]. The argument is that in &amp;quot;real life&amp;quot; a warship wouldn&#039;t just sit on its behind and take the damage, instead jumping out or sending interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite its range and high rate of fire, the Maxim is a mediocre bomb interception weapon. It has high recoil and uses a massive amount of power. The best bomb interception weapon is the Morningstar, with this or the Mekhu in second place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maxim is a very convenient weapon if you know when and where to use them. By default, the Maxim is a good weapon to take down subsystems&amp;amp;mdash;especially larger turrets&amp;amp;mdash;and weaker cruisers from a safe distance. Remember it devours a lot of energy, so I suggest you keep your recharge rate maximum while firing, unless you are in a hurry to approach your target.  The &amp;quot;shake&amp;quot; effect does not affect your accuracy if you do not steer your ship; however, it will be distracting during a dogfight. If you are expecting a hard dogfight, either take &amp;quot;Dogfight Primary&amp;quot; + Trebuchets or Maxim + lots of &amp;quot;Dogfight Missiles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This weapon is of little use against Shivan fighters, as they have strong shields and hulls so weak, that you can destroy them witch few hits from anything. Larger ships, or even heavy bombers, are different thing, however.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expecting to see some warships jump into your operations area, and you have access to this weapon, it&#039;s definitely worth a look. Using a Maxim cannon, you may be able to disable at least some of a warship&#039;s armaments before it gets anywhere close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The classic combination of the Circe and the Maxim are excellent against Shivan fighters and bombers &#039;&#039;when fired in short bursts&#039;&#039;.  They both use up so much energy that it&#039;s hard to keep a steady stream of fire.  The long range and the high hull damage of the Maxim is excellent against anything that&#039;s slow and unshielded.}}&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The Maxim gun was one of the first machine guns, operated around the turn of the 19th and 20th centuries. The gun was developed by an American inventor, Sir Hiram Maxim in 1884.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_UD-8_Kayser&amp;diff=22429</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=22429"/>
		<updated>2009-04-17T03:58:34Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* 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. That&#039;s the good news. The bad news is that, as expected for a prototype weapon, its compatibility with existing fighters and bombers is poor. Few craft can mount this cannon. The weapon&#039;s energy requirements are also very high. 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.gif]]|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;
==Performance==&lt;br /&gt;
===Statistics - UD-8 Kayser===&lt;br /&gt;
{{Primary|975|4|650|28|Full|28|Very Good|25.2|Poor|9.8}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - UD-D Kayser===&lt;br /&gt;
{{Primary|975|3.33|650|16.8|Full|16.8|Full|16.8|Average|9.8}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|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.&lt;br /&gt;
&lt;br /&gt;
To be perfectly honest, I really prefer the [[GTW Subach HL-7|Subach]] for its efficiency and fire rate, and the [[GTW Prometheus S|Prometheus S]] for its power. I take both of them instead of this.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note on the previous comment, especially in anything that mounts more than 4 guns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When I first got to use the Kayser, I stopped using other primary weapons if I had the chance. This gun delivers such a punch that it can actually deplete weak shields and &#039;&#039;&#039;still&#039;&#039;&#039; have enough power to damage the hull. In fact, for some of the fighters with little hull plating, even a direct hit from four Kayser projectiles can knock their shields from full to null. The downside of the Kayser is that it uses up a lot of energy, even more than the Prometheus. This is something that should be taken into account unless you fly an [[SF Mara (Terrans)|SOC-retrofitted SF Mara]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kayser is a good anti-fighter and anti-bomber primary. However, it devours too much energy to be of much use against freighters and cruisers. In such cases, it is advisable to take some Trebuchets or forget the Kayser and take a Maxim or dual Prometheus S cannons. Like most high-consumption anti-bomber cannons, sacrifice some speed for a higher primary recharge rate. With Kaysers, you may run out of energy real fast and at the worst time. Most typically, you will use the Kayser in the main campaign with a GTF &#039;&#039;Erinyes&#039;&#039;, the eight guns of which will eat all your primary energy in a few seconds. This might be discouraging, but on a 4-gun Perseus, Kaysers serve well, both as anti-fighter and anti-bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kayser is an excellent dogfight weapon if you have a quick, moderately-armored ship.  You&#039;ll need the extra speed and padding so you can divert some energy to your primaries.  As said before, fire in short bursts unless you&#039;re sure you&#039;ll hit your target (such as against something that&#039;s not moving).  If you need your speed and all the shielding you can, you should go with something else, such as dual Prom-S.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subspace&amp;diff=22428</id>
		<title>Subspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subspace&amp;diff=22428"/>
		<updated>2009-04-17T03:51:53Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FreeSpace 2 Tech Room Description==&lt;br /&gt;
&lt;br /&gt;
In simple terms, &#039;&#039;&#039;subspace&#039;&#039;&#039; is an n-dimensional tunnel between one point in the universe and another. A vessel can travel through this tunnel in a matter of minutes, making a journey that might otherwise take decades or even centuries at [[light speed]].&lt;br /&gt;
&lt;br /&gt;
A jump drive causes a ship to vibrate in multiple dimensions until its modulations are in perfect synchronization with the subspace continuum. A vortex opens, creating an aperture from an infinitesimally small point in the cosmos, enabling the vessel to cross the subspace threshold.&lt;br /&gt;
&lt;br /&gt;
Two types of jumps are possible.&lt;br /&gt;
&lt;br /&gt;
First, an intrasystem jump can occur between two points in a star system. Most small, space-faring vessels are equipped with motivators capable of these short jumps. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system.&lt;br /&gt;
&lt;br /&gt;
Second, ships can jump from system to system via nodes. Until [[The Great War]], only larger ships could generate sufficient power to use jump nodes. The development of jump drives for fighters and bombers in 2335 enabled the [[Galactic Terran Alliance]] to destroy the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]] in subspace. Producing these small jump drives is prohibitively expensive, so they are restricted to missions that require pilots to travel between systems. The Head-Up Display indicates the location of jump nodes with a green sphere.&lt;br /&gt;
&lt;br /&gt;
The vast majority of subspace nodes are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. The jump nodes sanctioned by the [[Galactic Terran-Vasudan Alliance]] for interstellar travel are expected to remain stable for many years.&lt;br /&gt;
&lt;br /&gt;
==Wiki Comments==&lt;br /&gt;
Intersystem jumps (through subspace) represent a very quick method of travel; journeys that would take years&amp;amp;mdash;or even centuries&amp;amp;mdash;at light speed are only a matter of hours or days when travelling via subspace, although it&#039;s not clear exactly how long they take.  In FreeSpace 1 (the fail debrief for [[The Great Hunt]]), it is noted that the &#039;&#039;Lucifer&#039;&#039; will take 48 hours to reach Earth from Delta Serpentis. In the last two FS1 missions, the player is given about 10 minutes to reach the Sol jump node after the &#039;&#039;Lucifer&#039;&#039; has jumped, and another 10 minutes to destroy the &#039;&#039;Lucifer&#039;&#039; in subspace; it can be estimated that the &#039;&#039;Lucifer&#039;&#039; takes 20-30 minutes to reach Earth from Delta Serpentis, or roughly one lightyear per minute. At the same time, the [[FreeSpace Reference Bible]] describes intersystem jumps as being near instantaneous. Like most other questions about canon, this one has contradictory answers.&lt;br /&gt;
&lt;br /&gt;
Note that the FreeSpace 2 techroom description prohibits craft from making intrasystem jumps without the prescence of an intense gravitational field, but does not say that intersystem jump nodes only form in the presence of gravity. Therefore, one could technically say that there are many jump nodes that lead to empty space while only the ones that lead to actual systems are used by the GTVA. Common sense and gameplay seem to imply otherwise, but this possibility has never been explicitly ruled out.&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Subspace&amp;diff=22417</id>
		<title>Talk:Subspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Subspace&amp;diff=22417"/>
		<updated>2009-04-16T04:33:47Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: New page: Can someone note down what the stuff in the FS2 Tech DB ani says?  The ani looks to be completely different (more realistic) than what the Tech DB text says.  ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone note down what the stuff in the FS2 Tech DB ani says?  The ani looks to be completely different (more realistic) than what the Tech DB text says.  [[User:Kopachris|Kopachris]] 04:33, 16 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Sample_Lighting_Settings&amp;diff=22416</id>
		<title>Talk:Sample Lighting Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Sample_Lighting_Settings&amp;diff=22416"/>
		<updated>2009-04-16T04:30:05Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Usability====&lt;br /&gt;
Galemp&#039;s one was pretty simple in the way that I just copied the line onto my Custom Flags field, but I assume TopAce&#039;s thing is better. Could we include a code box by any chance (So people can just grab it)? -- [[User:Snail|Snail]] 12:39, 7 March 2009 (UTC)&lt;br /&gt;
*Why I made it the style of a list was because GalEmp probably intended to make it list-style. He just does not know that you cannot make lists in a wiki by one enter at the end of each line. [EDIT]What about the current version? - [[User:TopAce|TopAce]] 12:57, 7 March 2009 (UTC)&lt;br /&gt;
**Mmmm, good. -- [[User:Snail|Snail]] 18:38, 7 March 2009 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you look in CKid&#039;s picture, the ship being destroyed in the background is the same ship that&#039;s in the foreground of Herra&#039;s picture.  Just thought that was kind of funny. [[User:Kopachris|Kopachris]] 04:30, 16 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15812</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15812"/>
		<updated>2008-04-01T01:16:12Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* &amp;quot;inherit parent target&amp;quot; */&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; 2.180.2.24&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 4536&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$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;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&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;
=====Example=====&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;
=====Example=====&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;
{{Table36|&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;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$POF target LOD:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&lt;br /&gt;
{{Table36|&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;
====$Submodel Rotation Speed:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
{{Table36| &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 Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&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;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&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;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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 targetting 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;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&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;
{{Table36|&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. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&lt;br /&gt;
{{Table36|&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;
&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&lt;br /&gt;
{{Table36|&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;
====$Detonation Radius:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
{{Table36|&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;
====$Shockwave Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the 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;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
{{Table36|&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;
====$Shockwave model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
{{Table36|&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;
====$Dinky shockwave:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Lifetime Min:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
{{Table36|&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;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&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;
{{Table36| 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;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile maneuvers. 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;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missile&#039;s centerline. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table36| Has been enabled also to aspect seekers as an option.}}&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;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&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;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&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;, 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;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&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;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
{{Table36|&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;
&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;
====$Disarmed ImpactSnd:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table36|&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;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
&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;
====$Collide Ship:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Ship&amp;quot;, ship that the weapon collided with.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off all damage effects from weapon, as well as weapon being destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Weapon:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Weapon&amp;quot;, other weapon.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off weapon killing types with bombs. If two weapons, weapon &amp;quot;A&amp;quot; (arbitrary) is preferred}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&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;
====$Dinky impact explosion:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
{{Table36|&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;
====$Muzzleflash:====&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table36|&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;
{{Table36|&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. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&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 subsytems.&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;
====$Spawn Angle:====&lt;br /&gt;
{{Table36|&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;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
{{Table36|&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 targetting beam that doesn&#039;t seem to have much of an effect on anything. 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;
*&#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;
{{Table36|&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;
&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;
{{Table36|&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;
:**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;
:**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;
:**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;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tileing factor. Second number defines the tileing 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;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&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;
====$decal:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently broken&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Transparent:====&lt;br /&gt;
{{Table36|&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 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;
&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;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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.&lt;br /&gt;
&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;
{{Table36|&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;DO 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;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table36|&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#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$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;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table36|&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;
{{Table36|&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;
{{Table36|&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;
{{Table36|&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;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table36|&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;
{{Table36|&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;
{{Table36|&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;
{{Table36|&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;
{{Table36|&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;
{{Table36|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target-}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table36|&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 spped 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;
&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>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15747</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15747"/>
		<updated>2008-03-28T17:16:21Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|&amp;quot;fluidic space&amp;quot;].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula|Crab Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they reconstructed a Lucifer destroyer on their way back.&lt;br /&gt;
&lt;br /&gt;
The Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The Shivans knew the supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the nodes linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only after Vasuda Prime was destroyed would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to a better understanding of subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under the threat of complete annihilation, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;br /&gt;
&lt;br /&gt;
[[Category:Shivan Theories]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Shivan_theories&amp;diff=15701</id>
		<title>Shivan theories</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Shivan_theories&amp;diff=15701"/>
		<updated>2008-03-25T03:16:11Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are probably as many theories about the Shivans motives, origin, and actions as there are people who play Freespace 2. These are several of them in order to make people think, please do not simpley read them and decide &amp;quot;which one  is right&amp;quot; you should come up with your own ideas.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{category:Shivan Theories}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[8472 Theory]]&lt;br /&gt;
* [[Capellan Barbecue Theory]]&lt;br /&gt;
* [[Freak&#039;s Theory]]&lt;br /&gt;
* [[Mad Bomber&#039;s Theory]]&lt;br /&gt;
* [[Ngtm1r&#039;s Shivan Theory]]&lt;br /&gt;
* [[Shivan Manifesto]]&lt;br /&gt;
* [[Snail&#039;s Theory]]&lt;br /&gt;
* [[Trailer Shivan Theory]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Shivan_Theories]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15700</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15700"/>
		<updated>2008-03-25T03:15:31Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|&amp;quot;fluidic space&amp;quot;].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula|Crab Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they constructed a new ship on their way back.&lt;br /&gt;
&lt;br /&gt;
The new ship, the Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it, if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the node linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only then would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to better subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under threat of destruction, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;br /&gt;
&lt;br /&gt;
[[Category:Shivan Theories]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15699</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15699"/>
		<updated>2008-03-25T03:14:17Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|&amp;quot;fluidic space&amp;quot;].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula|Crab Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they constructed a new ship on their way back.&lt;br /&gt;
&lt;br /&gt;
The new ship, the Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it, if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the node linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only then would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to better subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under threat of destruction, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15698</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15698"/>
		<updated>2008-03-25T03:13:47Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|&#039;fluidic space&#039;].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula|Crab Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they constructed a new ship on their way back.&lt;br /&gt;
&lt;br /&gt;
The new ship, the Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it, if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the node linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only then would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to better subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under threat of destruction, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15697</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15697"/>
		<updated>2008-03-25T03:13:19Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|fluidic space].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula|Crab Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they constructed a new ship on their way back.&lt;br /&gt;
&lt;br /&gt;
The new ship, the Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it, if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the node linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only then would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to better subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under threat of destruction, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15696</id>
		<title>8472 theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=8472_theory&amp;diff=15696"/>
		<updated>2008-03-25T03:12:27Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: New page: {{non-canon}} ==Species 8472 Theory== Perhaps the people at Volition watch Star Trek: Voyager.  I don&amp;#039;t know.  But the Shivans do bear many similarities to species 8472, so here&amp;#039;s my theor...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
==Species 8472 Theory==&lt;br /&gt;
Perhaps the people at Volition watch Star Trek: Voyager.  I don&#039;t know.  But the Shivans do bear many similarities to species 8472, so here&#039;s my theory.&lt;br /&gt;
&lt;br /&gt;
The Ancients were powerful.  They conquered and destroyed, adapted and evolved.  I believe that they developed subspace technology to the point of being able to use subspace to enter an alternate dimension, possibly similar to [http://memory-alpha.org/en/wiki/Fluidic_space|fluidic space].  Ships, both Ancient and Shivan went in and out of fluidic space and normal space for as long as a portal was open.  But the Shivans, with their advanced technology and physiology, were able to stop the Ancients.  For the first time, the Ancients encountered resistance.  Resistance was not futile.&lt;br /&gt;
&lt;br /&gt;
With the Ancients gone, and the technology to enter &amp;quot;fluidic space&amp;quot; gone, many Shivans were trapped in normal space.  Many, many Shivans.  The Shivans adapted to normal space and developed their technology even more.  Their shielding, their beam weapons, everything was honed over thousands of years.  In those thousands of years, they had to strip planets of specific resources to create the technology used to hopefully return to their realm.  The Sathanas juggernauts were designed to cause a star to go supernova and open a singularity to return to fluidic space.  Their first attempt with the technology, about 200-500 years after the destruction of the Ancients, was a disaster.  The star they caused to go supernova, which is now the [[wikipedia:Crab_Nebula]], was not the right kind and did not create the singularity necessary to return to their realm.  The infant Shivan Empire dwindled to a few ships.&lt;br /&gt;
&lt;br /&gt;
But it was enough.  The Shivans mapped their way across the galaxy, slowly building ships and building an empire.  Over the next eight and a half thousand years, they built a new fleet of Sathanas-class juggernauts, to put their plan into action.&lt;br /&gt;
&lt;br /&gt;
The Shivans are not stupid.  No, they are quite intelligent.  Their subspace communication nodes that they left behind were able to transmit sensor data clear across the galaxy.  When they realized the Terrans and Vasudans were going to develop space-faring technology, they predicted that they would also discover subspace nodes and explore the galaxy.  Not wanting to needlessly destroy the Terrans and Vasudans, they constructed a new ship on their way back.&lt;br /&gt;
&lt;br /&gt;
The new ship, the Lucifer, with its shielding that is impervious to plasma, electromagnetic, and projectile based weaponry, had a purpose other than mindless destruction.  The supernova of Capella, the star they determined would be perfect for the job, would end life in the galaxy as we knew it, if the shockwaves in subspace were allowed to travel along the subspace conduits that connect stars.  To ensure that the Terrans and Vasudans destroy the node linking Capella to the rest of the Terran-Vasudan area of the galaxy, the Shivans had to destroy a planet.  Only then would the scientists-made-refugees be led to Altair, where remains of the Ancients would lead them to better subspace technology.&lt;br /&gt;
&lt;br /&gt;
Only if the Terrans and Vasudans understood subspace to some level, and under threat of destruction, would they realize the importance of cutting-off the Capella system.&lt;br /&gt;
&lt;br /&gt;
So Capella was cut off and went supernova, and the Shivans made it back to their own realm, hopefully never to be seen again.&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SJ_Sathanas&amp;diff=15684</id>
		<title>SJ Sathanas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SJ_Sathanas&amp;diff=15684"/>
		<updated>2008-03-24T00:27:08Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;SJ &#039;&#039;Sathanas&#039;&#039;&#039;&#039;&#039; is the most powerful space-faring warship ever encountered by the [[Galactic Terran-Vasudan Alliance|GTVA]].  With four ultra-heavy beam cannons, a Sathanas outstrips even a [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;-class vessel]] in terms of raw firepower.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
*Freespace 2&lt;br /&gt;
{{shipimage|image=[[Image:sathanas320x240.jpg]]|caption=The SJ Sathanas}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The prowess of this class was tragically demonstrated when a Sathanas juggernaut destroyed the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] in the [[Capella]] system.  The only apparent weakness of the Shivan juggernaut is that the massive beam cannons are concentrated at the bow.  Aside from a comparatively diminuative anti-warship beam cannon at the stern, the other flanks of the massive warship are covered only by point-defense weapons.  However, a Sathanas is still more than able to defend itself and project offensive power via the many hundreds of fighters and bombers it carries in its cavernous hangar. Thus, stopping a juggernaut is almost impossible.  Even the &amp;quot;expedient&amp;quot; of disabling the massive warship is hardly worth considering, due to the numerous redundant engines found on the hull.  In essence, any attack on a &#039;&#039;Sathanas&#039;&#039;-class juggernaut can be considered almost suicidal. Only the &#039;&#039;Colossus&#039;&#039; demonstrated enough firepower to take on a Sathanas.&lt;br /&gt;
&lt;br /&gt;
Its prefix designation, SJ, stands for &amp;quot;Shivan Juggernaut.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The first combat appearance of a Shivan Juggernaut was in the nebula theater, beyond the first [[Knossos]] portal in [[Gamma Draconis]], when the warship destroyed a Vasudan task force assaulting a Shivan gasmining operation.  The GTVA immediately began to withdraw from the nebula, though not before sending a pilot in the new [[GVF Ptah|&#039;&#039;Ptah&#039;&#039;]]-class stealth fighter to scan the vessel. Based on this information, the Alliance launched a targetted bombing mission to eliminate several of the forward beam cannons (there is no canon consensus concerning exactly how many were destroyed, but at least two were taken out) in the Gamma Draconis system, and the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] engaged and destroyed the weakened juggernaut after it jumped to the Capella system.&lt;br /&gt;
&lt;br /&gt;
After that victory, the GTVA were confident they could eliminate any threats the Shivans could present, and returned to the nebula with the objective of locating and capturing [[Admiral Aken Bosch]].  However, that goal failed to be achieved as GTVA forces discovered that multiple &#039;&#039;Sathanas&#039;&#039;-class juggernauts were en route to GTVA space.  Gamma Draconis was quickly overrun by the swift advance of the juggernaut fleet, which shortly entered Capella.  In a desperate gamble, the GTVA fleet held the Shivans at bay while civilians were evacuated to [[Epsilon Pegasi]] and [[Vega]].  During the closing stages of the battle, the GTVA &#039;&#039;Colossus&#039;&#039; was destroyed in Capella by a Shivan juggernaut while providing a diversion for the [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]], which was tasked with collapsing the jump corridor to Epsilon Pegasi.  In a final startling turn of events, the Shivan juggernauts instigated the super-nova of the Capella star as the jump corridor to Vega was destroyed.&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
The Shivan juggernaut fleet is the single, most serious threat to the survival of the Terran and Vasudan species. The GTVA barely managed to stop one Sathanas, and even then it was with a warship that took two decades and enormous amounts of resources to construct. An encounter with any more Shivan juggernauts will only be able to be stopped with extreme difficulty. All technical data concerning &#039;&#039;Sathanas&#039;&#039;-class juggernauts has been classified Level Upsilon.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus.  All intelligence concerning the Sathanas has been classified level Upsilon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 25.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 000 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 5978 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SAAA|Anti-Fighter Beam]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[LRed|Large Red Beam]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BFRed|Very Big Red Beam]]&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===User-made campaigns===&lt;br /&gt;
This ships also appears in [[Inferno]], where it makes use of a subspace weapon&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;It would be the best to steer clear of the juggernaut, as it would be suicide to attack it without capital ship support.  However, it is extremely vulnerable to attack from capital ships from the side and the rear, where there are little to no anti capital ship defences.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is also vulnerable to fighters and bombers if they attack near enough to the weapons subsystems, making it impossible for the anti-fighter beams to reach.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This giant warship is curious, neither the [[GTVA Colossus|Colossus]] nor the Sathanas have very good anti-fighter defenses. A squadron of [[GTM Helios|Helios]] capable bombers can take out all of its main beam cannons, leaving it vulnerable to attack. If it wasn&#039;t for the &amp;quot;supercap&amp;quot; flag, the Sathanas in such a state would be vulnerable to attacks by destroyers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sathanas, like most FS2 Shivan capital craft, has an attack-oriented design that makes use of the known Shivan superiority at subspace jumping (at least in capital craft) to deal devastating first-strike blows. If itself attacked, it has problems. It has a single other anti-capital beam, an LRed in a &amp;quot;stinger&amp;quot; posistion aft and below; this weapon is not sufficent to prevent the Sathanas from being flanked. The Sathanas&#039; defenses against fightercraft assault are respectable, but as mentioned above poorly sited to defend against an attack on its main armament. (The Colossus is notably superior in this regard.) In a way the Sathanas is a microcosm of the Shivan war machine, which is dependant on continually being on the assault to keep its flaws from being exposed. On the defensive it can still deal out heavy blows, but ultimately it is not prepared for the role. It is worth noting that the only time ingame the Sathanas was actually attacked, by a Vasudan corvette in &amp;quot;A Monster in the Mist&amp;quot;, it was unable to come to grips with its opponent. Even in &amp;quot;High Noon&amp;quot; the Sathanas was essentially on the offensive, in motion towards the statically positioned Colossus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is one bigass mother of a ship. However, its defensive capabilities against fighters and bombers are far below par, so you can easily see why I disagree with the first comment. A quick salvo of Helios missiles should take care of the four front beams. The only annoying thing one should be warned about this is the forward flak cannon constantly bombarding your ship. If you can get rid of that, the ship is easily fried into helpless cap-ship fodder. Given an endless amount of time, enough missiles, and enough patience, it&#039;s possible that a single fighter or bomber could take down this juggernaut, as the Shivans apparently weren&#039;t planning on engineering defenses into their cap-ship destroyer. Unless its forward beam turrets are intact, it&#039;s as harmless as a fly (although not easily as squashed). Just be warned not to sit in front of it as it jumps out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ship is sooo not to be trifled with. You have to make sure you take out its front beams before you do anything else or you and your fellow Terrans are screwed bigtime.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is true that a Sathanas &#039;&#039;&#039;CAN&#039;&#039;&#039; be flanked by a smaller warship, but do not underestimate the strength of its rear-facing LRed. Without any fighters or bombers to disable it, even a [[GVD Hatshepsut|Hatshepsut-class]] destroyer may not be able to survive attacking it from behind. If that single turret is destroyed, however, it will change the outcome. Don&#039;t forget that in terms of plotline a sitting Sathanas isn&#039;t a good view: the ship should turn to face the opponent and the number of spacecraft housed in the hangar, supposed to be very high, should be enough to overwhelm GTVA bombers and warships without problems. Consider these factors when designing a strike against a Sathanas.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I find that as long as you&#039;re nowhere near any flak cannons, staying low and close to the hull like you&#039;re walking on it is a method that can allow you to effectively neutralize every one of its turrets. Of course it&#039;ll take a while, since you&#039;re certainly not going to get your wingmen to follow you in your plan. The Sathanas in my opinion really only poses a threat to big ships. (A really, really big threat.)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Get right behind the BFReds with some Helioses and Trebuchets, divert all power to shields, start pounding, and try to ignore the flak.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Basilisk&amp;diff=15683</id>
		<title>SF Basilisk</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Basilisk&amp;diff=15683"/>
		<updated>2008-03-24T00:11:27Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:basilisk320x240.jpg]]|caption=The SF Basilisk}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Basilisk seems to be a Shivan heavy attack fighter.  It is not as maneuverable as other Shivan fighters, but it packs quite a punch, and it is very resistant to our weaponry.  Most often they have been used in attacking our supply convoys and transports.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Treat the Basilisk as a Class C threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Basilisk is a Shivan heavy attack fighter. Slow but heavily armed and well-protected, the Basilisk targets slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In European legends, a basilisk is a reptilian beast that can cause death by a single glance. it is referred to as the snake king and represented the royal power in the babylonian traditions. The basilisk was demonised by the bible, making it an unholy beast.&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; | Heavy Attack&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;
| 65.0 - 68.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 110.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 950&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 30 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| 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: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;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| 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: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;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;&amp;lt;i&amp;gt;When escorting craft smaller than a cruiser, priority should go to destroying attacking Basilisks before smaller Shivan fighters.  If allowed to reach their target, a wing of Basilisks will make one&#039;s escort list shorter very quickly.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the Basilisk is both slow and ungainly.  Between its lack of manueverability and an afterburner that the AI seems to never use, the Basilisk resembles a heavily shielded target drone (that you should nevertheless refrain from going head-to-head with).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Basilisk is infact, the most heavily shielded fighter in [[Portal:FreeSpace 1|FreeSpace 1]], that really doesn&#039;t matter, however, as you can practically destroy it with an [[GTW ML-16|ML-16]] or [[GTW Training Laser|Training Laser]], because of its horrible maneuverability and large target profile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skewer it with the Banshee. It may have thick shields, but the hull strength is extremely low. For escort missions, you should destroy these as a priority second only to Bombers, since their Hornet-style missiles can heavily damage targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ridiculously slow, weakly armored. More of a distraction then an actual threat. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Despite that they are very slow, they ARE heavily shielded, more so in fact than any other fighter in the game. Once you punch through their shields, however, they&#039;re toast since their underlying hull is paper-thin. However, they are not to be ignored if you are protecting a transport, freighter or even light cruiser. It also has a smaller rotation time than the Tauret or indeed the Myrmidon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully, one of the most common fighters you will find in-game. Don&#039;t bother using missiles on it unless you need to kill it in a pinch. But don&#039;t underestimate it. They are quite capable of ruining transports, freighters, and even cruisers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I love this ship!  Get a Herc with Banshees and Hornets in FS1, spear these ships, serve them on a silver platter, and watch your kill count go up.  Nice large target, slow, no maneuverability, and the shields are easy to get through with the Banshee.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Serapis&amp;diff=15682</id>
		<title>GVF Serapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Serapis&amp;diff=15682"/>
		<updated>2008-03-24T00:07:34Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[image:serapis320x240.jpg]]|caption=The GVF Serapis}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;GVF Serapis&#039;&#039;&#039; was the mainstay interceptor fighter for the Vasudan navy after its development following the [[Great War]]. &lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Fast and highly maneuverable, the GVF Serapis is primarily used as a bomber interceptor. Its thin armor and weak shields give it a low survival rate in dogfights against more heavily armored fighters. Despite having only two primary and secondary weapon banks, the Serapis has been retrofitted to accommodate almost any loadout in the GTVA arsenal. Veteran Vasudan pilots love the Serapis for its agility and loadout options. Some Terran pilots who&#039;ve been privileged enough to fly it claim to prefer it to any Terran fighter.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
Serapis was a Hellenistic-Egyptian god.  Unlike most Egyptian deities, Serapis was potrayed as all-human.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Interceptor|Akheton Corporation|Excellent|75.0 - 78.0|135.0|Light|220|200|14}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Akheton SDG|Akheton SDG]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 30&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM TAG-B|TAG-B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Serapis is deployed as if it were a space superiority fighter in the Vasudan missions of the Main Campaign, but don&#039;t let that fool you. This is in fact a civilian ultralight for airshows. While that sounds harsh, it is unfortunately rather true. A joy to simply fly thanks to its speed and manuverablity, the Serapis is also disturbingly fragile, at least as much FS1-era [[GTF Valkyrie]] if not more so. The Serapis has an extremely high attrition rate in combat: AI pilots drop like flies in it. Give them Taurets, Horuses, or Seths instead during the main campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Serapis is a light interceptor which was not designed to survive in prolonged battles. Those who liked flying the [[GVF Horus]] or the [[GVF Thoth]] will probably like this fighter as it is superior to its predecessors. The main strength of the Serapis is its weapon compatibility. A pilot who prefers intercepting fighters to doing heavy assault will most likely prefer this during the Vasudan missions. It is to be noted that most Terran interceptors have better combat performance though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only real reason you should choose this is for the fact that it is the only Vasudan fighter compatible with the Maxim. Its maneuverability and moderate speed makes it good for getting behind bombers and chalking them off, but its lack of armor and shielding make it a bad choice for all but the most skilled of players in engaging other fighters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This fighter is useless. It has less shielding and actually goes &#039;&#039;&#039;slower&#039;&#039;&#039; than the Valkyrie of old. Its only saving grace is its ability to carry the Maxim and its extra missile bank (which is minuscule anyway). Always use the Tauret or Horus when you can, rather than this paper-thin pair of wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Some Terran pilots who&#039;ve been privileged enough to fly it claim to prefer it to any Terran fighter.&amp;quot; This is because they&#039;re idiots. The Serapis is slower than the Horus, has weaker shields and armour, and is only marginally more manoueverable. It&#039;s only advantage is the extra missile capacity, but since you&#039;ll die before you can use them, this isn&#039;t much of an advantage. Whoever classed this as an &amp;quot;Advanced&amp;quot; interceptor is having a joke. And as for comparing it to Terran fighters...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Horus is a far better interceptor than this thing. Intercept needs high speed, good manoeuvrability. While this is one of the most manoeuvrable fighters you will ever have access to in the game, it just doesn&#039;t have the speed to do intercept. One thing to note however, is that in the right hands, it is a surprisingly capable dog fighter. But it is extremely fragile, to the point that you may want to reroute some power to shields. You really can&#039;t take more than a few hits. But overall I find it much more like the Ulysses than anything else. Its a supreme dogfighter like it, but it cannot stand prolonged combat, even less so than the Ulysses. However, it does have a second secondary (Giving it more versatility and a total capacity more than twice the size), and it does have a Maxim, which is a bit odd, but allows it an option when dealing with warships, and makes it good for hunting down transports, freighters and miners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Serapis can fly, but it&#039;s made out of tracing paper; I&#039;ve seen a video where the front quadrant of a Serapis — at full power, by the way — was completely taken down by just one hit from a Shivan laser mounted on the rear of a [[SC Rakshasa|Rakshasa]] (a second shot knocked the Serapis&#039; hull integrity from 100% to 79%). It has a few advantages over the Horus, however, in that it can carry the Maxim, and that it lacks the inertia of the Horus while pitching. This is why I would rather use this ship for intercept than use the Horus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piece of crap.  Flies well, but is taken down in just a couple shots.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Dragon&amp;diff=15681</id>
		<title>SF Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Dragon&amp;diff=15681"/>
		<updated>2008-03-23T23:58:52Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:dragon320x240.jpg]]|caption=The SF Dragon}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Dragon&#039;&#039;&#039;&#039;&#039; is one of the most rarely seen of Shivan fighters. The Dragon is armed with five primary cannons, as well as a low-capacity secondary bank. Despite the small number of missiles it can carry it is very fast and maneuverable, as well as small, making it a very powerful adversary of any GTVA fighter. However the Shivans make limited use of the Dragon, deploying them in small numbers in most cases.  But even one wing can cause serious trouble for any GTVA force.&lt;br /&gt;
&lt;br /&gt;
The first Shivan fighter to have ever been captured by the Terrans and the Vasudans was a Dragon class designated [[Arjuna 1]]. Through the capture of this Shivan fighter, the joint Terran-Vasudan forces learned much about Shivan technology, especially fighter systems. Arjuna 1 was later used in a high-risk reconnaissance mission, shortly before the [[Destruction of Vasuda Prime]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Shivan Dragon is easily the most impressive fightercraft we have yet seen.  Its maneuverability is unmatched, and it has quite a few other advantages, including a good top speed, powerful afterburners, and strong shields.  It is the only Shivan fighter we have been able to study up close, and we have learned a great deal about Shivan engineering from it.&lt;br /&gt;
It seems that the Shivan shield systems are extremely strong, but their hulls are far weaker than our own.  They also rely on primary weapons far more then secondaries, as evidenced by the Dragon&#039;s small capacity.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The GTA considers the Dragon as a Class A threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The Shivan fighter class SF Dragon is a fast, extremely agile craft. Its twin lasers pack a deadly punch. The Dragon&#039;s weakness seems to be a thin hull. The trouble is that their speed and maneuverability make them extremely difficult to hit.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
The Dragon&#039;s name derives from the mythical reptilian creature depicted in tales throughout the world.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Space Superiority (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#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;
| 75.0 - 90.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 150.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 16 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| 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: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;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 3&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| 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: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;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 20&lt;br /&gt;
| [[GTM Interceptor|Interceptor]]&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&#039;&#039;The Dragon is widely considered the best Shivan fighter ever (though my personal opinion leans towards the Mara in that regard). It is small, well-armed with lasers though deficent in secondary weaponry, quick, and insanely maneuverable. On higher difficulty levels the Dragon borders on unkillable, and even on lower ones it can be a surprisingly nasty opponent. If at all possible, destroy Dragons at range with missiles rather then getting into a dogfight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is to be noted that the version of the Dragon you fly in FS1&#039;s Playing Judas is much, much weaker then the genuine article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hell in space. A wing of them show up in the last mission of the main FS2 campaign. If you&#039;re flying an Ares, you&#039;re screwed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A nasty piece of work, to be sure, that&#039;ll rip you to ribbons if you&#039;re not careful.  Best policy?  Harpoon &#039;em at range and try and keep your distance(!) as much as possible.  Once in close contact, do not succumb to target fixation; the Dragon can keep you distracted from other dangers.  The only real way to take one down at close range is to make exactly the right counter-turn at exactly the right time, then open fire.  Try and get all your wingmates on one at a time; isolate and obliterate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extremely maneuverable. Target profile is extremely small and speed is rather high as well. Gunpoints for the second primary bank are oddly placed, but still manages to hit the target with little adjustment. The only real flaws are that Shivan primaries suck and that the sole secondary bank is miniscule.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is no other fighter that I dread encountering more than the Dragon. It&#039;s fast, agile, and packs a rather nasty punch for a fighter that moves as quickly as it does. Unfortunately, the one you get to pilot in FS1 is not anything like the ones you have to fight, which is a pity, considering how much effort you put into capturing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dragon is, to be completely honest, that hard-to-reach itch. In a [[GTF Hercules Mark II|Herc II]] on Very Easy difficulty, even a single Dragon can be insanely difficult to hit. The Dragon would be pretty much like what the tech description of the [[GTF Loki|Loki]] says; very little firepower, but with immense speed and maneuverability to dissuade pursuers. You could get all your wingmen to try and destroy it, but that would be impossible unless they&#039;re flying ships with very good maneuverability and speed like the [[GVF Horus|Horus]] or [[GVF Serapis|Serapis]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And this itch is best scratched by a friendly capship, such as a Deimos in the final mission and you are flying an Ares. Even if you are in a more maneuverable fighter like the Perseus, it can still be somewhat a waste of time to do so (even if you can kill it) so it may not be a bad idea to stay near the Lemnos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Given that it is one of the few ships you fight that carries Heavy Lasers, I would hardly describe these as an &amp;quot;itch&amp;quot;. Unless it&#039;s one of those really, really painful itches that feel like something sharp and hot is pinching your skin. . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SF Dragon is the fighter that would have ended the war the minute it started had the Shivans deployed it from the start. It has strong shields, yet it has relatively weak armor. The Dragon makes up for this by being crazy hard to hit and infuriating to disable in [[Enter the Dragon]]. I&#039;ve always dealt with Dragons by hanging back and shooting them with Interceptors or Phoenix Vs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This fighter is hell in space.  My advice, don&#039;t bother dealing with them, your wingmen can do it better.  Even in the best fighter you can fly, the dragon is still faster and more maneuverable.  It&#039;s a shame Terran Intelligence couldn&#039;t let us use its full extent in Playing Judas.  As was said before, don&#039;t succumb to target fixation, especially in A Failure to Communicate.  They&#039;re kinda like little gnats flying around your head biting you all the time.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=NTF_Boadicea&amp;diff=9149</id>
		<title>NTF Boadicea</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=NTF_Boadicea&amp;diff=9149"/>
		<updated>2007-03-13T04:34:35Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;NTF &#039;&#039;Boadicea&#039;&#039;&#039;&#039;&#039; was originally an asteroid in the [[Deneb]] system. During a depot raid, a wing from the [[53rd Hammerheads]] picked up an unusual signal and moved to investigate. Their signal turned out to be this half-breed of a shipyard and a really big rock. Shortly afterwards, the asteroid splintered, revealing it&#039;s deadly cargo: the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]], a unique vessel constructed to the plans of the traitorous [[Famous Persons|Admiral Bosch]] within the asteroid. Shortly thereafter, the &#039;&#039;Iceni&#039;&#039; jumped out and was able to escape the Deneb, easily escaping an unusually poor attempt at blockade.&lt;br /&gt;
&lt;br /&gt;
The Boadicea is named after the queen of a german tribe called the Iceni, She led a enormous army, and was beaten by the Romans (wich had a much smaller force, but were organised).&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[image:boadicea320x240.jpg]]|caption=The NTF Boadicea}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Hidden NTF asteroid base.&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;It&#039;s an [[NTF Iceni|Iceni]] with destroyable rocks all over it, not much more to say... has a good amount of [[Terran Turret]]s I suppose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Very, very ugly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ugly maybe, but deadly if you set the turrets right. I&#039;ve seen this thing own some destroyers easily... And it has a lot of missile turrets i think.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Useless piece of crud... except for that [[NTF Iceni|destroyer level corvette]] embedded in it&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It looks like a city that a giant crapped on and threw into space.&#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; | Asteroid Base&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;
| 180 000&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;
| 1568 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
====With NTF &#039;&#039;Iceni&#039;&#039;==== &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;
| 21&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen|Big Green Beam]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Without NTF &#039;&#039;Iceni&#039;&#039;==== &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;
| 12&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;
| [[MX-52]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Boadicea]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=9148</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=9148"/>
		<updated>2007-03-13T04:31:06Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|invasion]] of the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the fighter classes that were spotted and designated after the conclusion of the [[The Great War|Great War]]. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beneath the second [[Knossos]] device to recon the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so rediculous you can wreak havoc.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Oh... My... God... This is THE BEST FIGHTER IN THE GAME. IF YOU SAY OTHERWISE, I WILL SEND A SQUADRON OF THEM TO BOMB YOUR HOUSE INTO DUST!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Best.  Damn.  Ship.  Ever.  Too bad Volition didn&#039;t make a mission where you could exploit it to it&#039;s fullest extent.&#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; | Advanced Space Superiority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Triton Dynamics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 75.0 - N/A 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;
| 135.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 475&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| ~ 16 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 420&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 420&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Harbinger&amp;diff=9117</id>
		<title>GTM Harbinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Harbinger&amp;diff=9117"/>
		<updated>2007-03-12T05:38:07Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-N1 Harbinger Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Harbinger_320x240.jpg]]|caption=The GTM-N1 Harbinger Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Harbinger is our best chance of destroying the Lucifer.&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The big bomb of Freespace 1, the Harbinger can take out anything and everything in the game. Like all space-bombs you need to get in really close, nearly running into your target at maximum speed to ensure the bomb gets where it&#039;s going: interceptors and blob turrets are adept at destroying bombs before they reach their targets.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom.  With fission and fusion, there&#039;s leftover matter that&#039;s not turned into energy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
&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; | 1500 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 30 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 50 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 3200&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Minimal/None&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Excellent &#039;&#039;&#039;&#039;&#039;(x 16)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 100 m / 250 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 7.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.5 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Harbinger#End===&lt;br /&gt;
&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; | 1800 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 10 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 90 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 3200&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Minimal/None&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Excellent &#039;&#039;&#039;&#039;&#039;(x 20)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 1 m / 20 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 3.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.5 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Synaptic&amp;diff=9116</id>
		<title>GTM Synaptic</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Synaptic&amp;diff=9116"/>
		<updated>2007-03-12T05:20:34Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-1 Synaptic Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Synaptic_320x240.jpg]]|caption=The GTM-1 Synaptic Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Missile propulsion unit carrying several small intelligent &amp;quot;bomblets&amp;quot; - when distance to target is less than 100 m or when time to impact is less than 2 sec., bomblets direct missile to the most vulnerable part of the ship of those parts of the ship facing the missile - bomblets then separate from missile propulsion unit and form a sphere - inertia continues to carry bomblets in the direction of the target - the missile propulsion unit continues to advance toward the target - when the missile hits the target or 1.5 sec. after the missile should have hit the target, the bomblets explode - the spherical shape of the formation of the bomblets helps to ensure a fairly even level of damage across a sensitive area on the target - the spherical shape also ensures that the target will not be able to effectively maneuver away from the blast, thus &amp;quot;pinning&amp;quot; the target to a specific area in space - can also act as dumbfire - medium payload per bomblet (15 Kt) - very small payload for missile (2 Kt).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicknamed the &amp;quot;Earthshaker&amp;quot; by the bomber pilots who tested this, it is a bombers best defense against fighters.  The Synaptic Bomb can do a lot of damage to a lot of ships at one time.&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;Generally the shockwave seems to wash over enemy interceptors&#039; sheilds, and the bomblets rarely hit their marks, so load up on [[GTM Hornet]]s or [[GTM Interceptor]]s instead, or just put in another bank of bombs.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I don&#039;t like it.  The bomblets hardly ever hit their target, and that&#039;s pretty much the whole purpose of it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
&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; | 225 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 5 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 90 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Good&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 50m / 100 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 15 smaller warheads&lt;br /&gt;
&lt;br /&gt;
====Spawned warheads====&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; | 1050 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 175 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 35&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;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Heat Seeking&lt;br /&gt;
|-&lt;br /&gt;
| View Cone&lt;br /&gt;
| 180 degrees&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.5 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=9115</id>
		<title>GTM Hornet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=9115"/>
		<updated>2007-03-12T05:17:30Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4 Hornet&#039;&#039;&#039; is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the [[GTM Tornado]],  vast quantities of Hornets remain available due to overzealous production.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters.  Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads.  Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it.  Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Hornet_320x240.jpg]]|caption=The GTM-4 Hornet}}&lt;br /&gt;
&lt;br /&gt;
==FS1 Tech Room Data==&lt;br /&gt;
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per  missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As a &amp;quot;swarm&amp;quot; based weapon, this missile can take out an unshielded fighter without any difficulty.  It&#039;s four missile system almost guarantees one or two hits, and its speed is quite amazing.  Twice as powerful against naked hulls.&lt;br /&gt;
&lt;br /&gt;
==FS2 Tech Room Data==&lt;br /&gt;
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather then a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45&amp;quot; degree cone from the target&#039;s six-o&#039;clock position. Do not expect high-deflection Hornet shots to hit anything. Also in FS2 do not expect wonders from the Hornet, as its FS1 design lacks the power against shields most FS2 missiles have.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard tough cruisers like the [[GVC Mentu]] or the [[GTC Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range and accuracy.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Choose the Tornado over it as soon as you get it. It may take more space, but Tornadoes do more damage and have better homing capabilities.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It outdamages the Interceptor by 50 base points (100 base points on double fire mode), provided all 4 missiles strike their target, but is considerbly slower... and thus, does not track as well. Beccause of this, it is less useful in a dogfight, but can still be useful in that capacity when combined with the Flail. Furthermore, the Hornet is launched in multiples of 4 (8 on double), and will provide more threats for the evading pilot to deal with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best use of the Hornet lies in its &amp;quot;Bombing&amp;quot; capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second. It won&#039;t take long to overtake the capabilities of a standard bomb... and futhermore, Hornets cannot be intercepted like Harbingers or Tsunamis can. Add in a few squadrons wielding these, and even the biggest capital ships will be shredded in seconds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;One other drawback of the Hornet is that it does next to null against Subsytems. You&#039;ll want the Interceptor for that job, if you aren&#039;t going to employ Stilletos.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;This was my FS1 secondary of choice.  I get my ship filled to the brim with Hornets, set them on dual-fire, and watch the fighters die.  In FS2, I&#039;d recommend either this or the Tornado.  The Tornado is more powerful, but takes up more space, and the Hornet takes up less space, but is also less powerful.  All in all, it&#039;s a pretty good dogfight weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
&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; | 1330 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 190 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 50&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;
| Minimal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 10 m / 20 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 3.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.15 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak===&lt;br /&gt;
&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; | 1140 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 190 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Very Poor&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Poor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| None (FS1); 20 / 40 m (FS2)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 3.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.6 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet D===&lt;br /&gt;
&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; | 1330 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 190 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 36&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;
| Minimal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 10 m / 20 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 3.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.15 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Missile launches in [[Weapons.tbl#$Swarm:|swarms]] of 4 missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Banshee&amp;diff=9114</id>
		<title>GTW Banshee</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Banshee&amp;diff=9114"/>
		<updated>2007-03-12T05:13:35Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* 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;
&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>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Serapis&amp;diff=9113</id>
		<title>GVF Serapis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Serapis&amp;diff=9113"/>
		<updated>2007-03-12T05:10:08Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[image:serapis320x240.jpg]]|caption=The GVF Serapis}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;GVF Serapis&#039;&#039;&#039; was the mainstay interceptor fighter for the Vasudan navy after its development following the [[Great War]]. &lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Fast and highly maneuverable, the GVF Serapis is primarily used as a bomber interceptor. Its thin armor and weak shields give it a low survival rate in dogfights against more heavily armored fighters. Despite having only two primary and secondary weapon banks, the Serapis has been retrofitted to accommodate almost any loadout in the GTVA arsenal. Veteran Vasudan pilots love the Serapis for its agility and loadout options. Some Terran pilots who&#039;ve been privileged enough to fly it claim to prefer it to any Terran fighter.&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;The Serapis is classed as (and perhaps worse, deployed as if it were) a space superiority fighter, but don&#039;t let that fool you. This is in fact a civilian ultralight for airshows. While that sounds harsh, it is unfortunately rather true. A joy to simply fly thanks to its speed and manuverablity, the Serapis is also disturbingly fragile, at least as much so as the FS1-era [[GTF Valkyrie]] if not more so. The Serapis has an extremely high attrition rate in combat.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Serapis is a light interceptor which was not designed to survive in prolonged battles. Those who liked flying the [[GVF Horus]] or the [[GVF Thoth]] will probably like this fighter as it is superior to its predecessors. The main strength of the Serapis is its weapon compatibility. A pilot who prefers intercepting fighters to doing heavy assault will most likely prefer this during the Vasudan missions.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It is to be noted that most Terran interceptors have better combat performance.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The only real reason you should choose this is for the fact that it is the only Vasudan fighter compatible with the Maxim. Its maneuverability and moderate speed makes it good for getting behind bombers and chalking them off, but its lack of armor and shielding make it a bad choice for all but the most skilled of players in engaging other fighters.&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The hull is so weak that I had to edit it&#039;s table to avoid being killed within the first 5 minutes of combat.  I only recommend it for it&#039;s speed, maneuverability, and the fact that it can carry the Maxim.&#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; | Advanced Interceptor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Akheton Corporation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 75.0 - 78.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 135.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 220&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 14 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Akheton SDG|Akheton SDG]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 30&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM TAG-B|TAG-B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=9112</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Mara_(Terrans)&amp;diff=9112"/>
		<updated>2007-03-12T05:07:30Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Mara320x240.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SF &#039;&#039;Mara&#039;&#039;&#039;&#039;&#039; was an advanced starfighter used by the [[Shivans]] during their [[Second Shivan Incursion|invasion]] of the galaxy in 2367. It is known that the SF &#039;&#039;Mara&#039;&#039; was one of the fighter classes that were spotted and designated after the conclusion of the [[The Great War|Great War]]. Terran operatives acquired four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beneath the second [[Knossos]] device to recon the area.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&amp;lt;i&amp;gt;Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so rediculous you can wreak havoc.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Superior to the Shivan original [[SF Mara|Mara]] just like Snipes says.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Oh... My... God... This is THE BEST FIGHTER IN THE GAME. IF YOU SAY OTHERWISE, I WILL SEND A SQUADRON OF THEM TO BOMB YOUR HOUSE INTO DUST!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As odd as it sounds, [[Into the Lion&#039;s Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don&#039;t really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capablities is enough to make most people fall in love.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Very fun.  If the Mac version of FS2_open included FRED2, I would make a mission that would let people use the Mara&#039;s full capabilities.&#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; | Advanced Space Superiority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Triton Dynamics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 75.0 - N/A 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;
| 135.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 475&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| ~ 16 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 420&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 420&lt;br /&gt;
| [[GTM Tempest|Tempest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_EMP_Adv.&amp;diff=9111</id>
		<title>GTM EMP Adv.</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_EMP_Adv.&amp;diff=9111"/>
		<updated>2007-03-12T05:05:20Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-14 EM Pulse Adv.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:EMP_Adv_320x240.jpg]]|caption=The GTM-14 EM Pulse Adv.}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect.&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;If you&#039;re trying to get aspect lock on something, or even just trying to keep your bearings, this missile is evil incarnate. The EMP scrambling effect causes your target to change randomly, and the missile includes a small shockwave effect to knock you around and make sure you&#039;re not quite certain what direction you&#039;re pointed in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The main problem with this weapon is that it&#039;s a double edged sword, if your too close to your enemy, your sensors get screwed up to. The solution: use this weapon at its maximum effective range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Has totally no effect on AI targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Does little damage, but has the &amp;quot;big damage&amp;quot; flag, allowing you to destroy corvettes and destroyers with it if you&#039;re willing to invest a not-inconsiderable amount of time. Only time this is actually worthwhile is for a perfectionist in Proving Grounds during the FS2 main campaign.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Even after it seemed like everything was fine, I still got some residual effects every now and then.  Not the HUD flickering, but I did get some random target changes.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
&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; | 1375 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 1 / 2 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 275 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Good&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 80 m / 300 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| Aspect Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Lock Time&lt;br /&gt;
| 2.0 s&lt;br /&gt;
|-&lt;br /&gt;
| Turn Rate&lt;br /&gt;
| 1.0 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Causes [[Weapons.tbl#&amp;quot;EMP&amp;quot;|EMP]] within it&#039;s shockwave radius.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=BFRed&amp;diff=9110</id>
		<title>BFRed</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=BFRed&amp;diff=9110"/>
		<updated>2007-03-12T05:03:01Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Very Large Red Beam&#039;&#039;&#039; is a beam used by the [[Shivans]] in the [[Portal:Freespace 2|Freespace 2]]&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Shivan anti-capital ship beam weapon mounted on [[SJ Sathanas]]&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;This is the undisputed king of all beam cannons in Freespace 2, beating out the [[MjolnirBeam]] and [[BFGreen]]. Four of these cannons easily destroy a [[GTD Hecate]] in a single shot ([[Bearbaiting]]).&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Really fun to play with when using cheats.  If you force both primaries to this, you can take down an SJ Sathanas in a couple of shots.&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; | 7400 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 10 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| Instant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; per second&lt;br /&gt;
| 11 550&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; per pulse&lt;br /&gt;
| 80 850&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;
| Excellent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_TAG-A&amp;diff=9109</id>
		<title>GTM TAG-A</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_TAG-A&amp;diff=9109"/>
		<updated>2007-03-12T05:01:20Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTI TAG-A Missile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:TAG_A_320x240.jpg]]|caption=The GTI TAG-A Missile}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The TAG-A missile was conceived during the GTVI&#039;s top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range.&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The TAG weapons seem ineffective in anything other than the properly [[FRED]]ed mission, the only one in the [[Portal:Freespace 2|Freespace 2]] campagin (as far as I know) is [[A Game of TAG]], beyond that single mission, I don&#039;t think they really have any use.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If this was used by warships instead of fighters, and was fired in swarms and an ULTRA beam followed, I would be very wary of this. However, it is not, and therefore I shall scorn it to death.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;To me, the TAG weapons are the most useless weapons in the whole game.  In [[A Game of TAG]], I used my TAG-As all the time and the cruisers that were supposed to be helping didn&#039;t do anything except complain about &amp;quot;If I don&#039;t TAG it, they can&#039;t kill it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
&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;
| 1 / 3 s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 400 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 10 m / 30 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing System&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*[[Weapons.tbl#$TAG:|TAGs]] the target (level-2). Effect lasts for 11 s&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Standard_Flak&amp;diff=9108</id>
		<title>Standard Flak</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Standard_Flak&amp;diff=9108"/>
		<updated>2007-03-12T04:57:01Z</updated>

		<summary type="html">&lt;p&gt;Kopachris: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Standard Flak&#039;&#039;&#039; is a defensive weapon used in [[Portal:Freespace 2|FreeSpace 2]]&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Commonly used anti-fighter weapon&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;The meat-and-potato point defense weapon in [[Portal:Freespace 2|Freespace 2]] it is used by every race and virtually every warship ([[GVC Aten]] doesn&#039;t count), and some non-warships ([[GTFr Triton]]) the [[GTC Aeolus]] actually makes most of its warship kills with flak rather than its weak [[SGreen]].&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039; Flak Turrets are more of a deterrent weapon, although they are still one of the more effective AA weapons in the game. &#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flak is a very deadly weapon, the [[GTC Aeolus]] is proof of this.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flak is primarily a danger to a fighter craft with a breached shield quadrant, ANY breached shield quadrant, even if it&#039;s on the other side of the fighter from the flak gun. Pay close attention to your shields and equalize their strength often if under flak fire.&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As said above, if you have any breached quadrant, you&#039;re going to die soon.  When you have to destroy the first Sathanas&#039;s beam turrets, you should pipe more power into the shields to avoid being killed by the flak.  (If you go up close like I did.)&#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; | 1050 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;
| 700 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 30&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;
| Poor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shockwave Radius&#039;&#039;&#039;&lt;br /&gt;
| 20 m / 30 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Kopachris</name></author>
	</entry>
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