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	<updated>2026-11-15T10:53:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Script-eval&amp;diff=63396</id>
		<title>Script-eval</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Script-eval&amp;diff=63396"/>
		<updated>2021-06-15T22:58:09Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: Just remove the 3.6.9 note altogether and note what the replacement is after deprecation. I prey that this edit is more resultative than the last.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; script-eval&lt;br /&gt;
     script-eval&lt;br /&gt;
     Evaluates scriptTakes at least 1 argument...&lt;br /&gt;
     1: Script to evaluate&lt;br /&gt;
===Comments===&lt;br /&gt;
* This is used to access a [[FS2 Open Lua Scripting|Lua]] script in-mission.&lt;br /&gt;
* Deprecated in the June 5, 2021 nightly build in favour of [[script-eval-block]], whioh has more intuitive behaviour.&lt;br /&gt;
** Specifically, script-eval will try to evaluate each argument passed to it separately, whereas script-eval-block will concatenate all its arguments before evaluating them as a single expression.&lt;br /&gt;
&lt;br /&gt;
[[Category:SCP SEXPs]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62831</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62831"/>
		<updated>2020-12-01T23:38:34Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* $Shield to Weapon Transfer Efficiency: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2020-08-13 UTC|e01c799cc1e7c1a36222954db1d4d37f68b26b67}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62789</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62789"/>
		<updated>2020-11-26T18:25:58Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* +Glide Accel Mult: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2020-08-13 UTC|e01c799cc1e7c1a36222954db1d4d37f68b26b67}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note however that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 0.2*200=40 shield energy and add 1.0*40=40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62781</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=62781"/>
		<updated>2020-11-24T16:54:11Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2020-08-13 UTC|e01c799cc1e7c1a36222954db1d4d37f68b26b67}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 0.2*200=40 shield energy and add 1.0*40=40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=45449</id>
		<title>GTC Aeolus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=45449"/>
		<updated>2016-05-30T09:41:35Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTC &#039;&#039;Aeolus&#039;&#039;&#039;&#039;&#039; is an [[Galactic Terran-Vasudan Alliance|Allied]] [[Terrans|Terran-designed]] cruiser. It boasts more turrets in total than any other [[canon]] cruiser in the [[Freespace_2_Era_Craft|GTVA arsenal]]. Both the GTVA and the Neo-Terran Front use several of these vessels in &#039;&#039;[[FreeSpace 2]]&#039;&#039;, and the [[:Category:FreeSpace_2_Demo|FreeSpace 2 Demo]] places another in the hands of the GTVA. The &#039;&#039;FreeSpace 2&#039;&#039; tech description states that production was discontinued two years prior to [[the Second Shivan Incursion]], and only 24 were produced. However, the tech description was never made available to the player in the game, making its reliability debatable. In-game references warn of this ship&#039;s formidable anti-fighter weaponry.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:Gtcaeolus-old.jpg]]|caption=The GTC Aeolus}}&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The biggest, baddest, and meanest cruiser EVER. The Aeolus will smack you up.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In Greek mythology, Aeolus was the ruler of the nation of Aeolia, and had the power to control the winds. He was supposed to live in an island in Southern Italy, now called &#039;&#039;Lipari&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Canon Ships===&lt;br /&gt;
22 of the 24 Aeolus cruisers are named. Over half of them are destroyed over the course of the FreeSpace 2 campaign, many on the side of the [[Neo-Terran Front]]. Named cruisers are:&lt;br /&gt;
&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Adamant|GTC &#039;&#039;Adamant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Agrippa|GTC &#039;&#039;Agrippa&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Alexandria|NTC &#039;&#039;Alexandria&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ascendant|GTC &#039;&#039;Ascendant&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ashaton|GTC &#039;&#039;Ashaton&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Camisard|NTC &#039;&#039;Camisard&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Epigoni|NTC &#039;&#039;Epigoni&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ertanax|GTC &#039;&#039;Ertanax&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Hellespont|NTC &#039;&#039;Hellespont&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Liberty|NTC &#039;&#039;Liberty&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Loyola|NTC &#039;&#039;Loyola&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Malta|GTC &#039;&#039;Malta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Mylae|NTC &#039;&#039;Mylae&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Retribution|NTC &#039;&#039;Retribution&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Righteous|NTC &#039;&#039;Righteous&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Saharan|NTC &#039;&#039;Saharan&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Sparta|GTC &#039;&#039;Sparta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Templar|GTC &#039;&#039;Templar&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC &#039;&#039;Vigilant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Vindication|NTC &#039;&#039;Vindication&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Warwick|GTC &#039;&#039;Warwick&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Zanthar|GTC &#039;&#039;Zanthar&#039;&#039;]] (simulated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Cruiser|RNI Shipyards|N/A|100.0, 100.0, 80.0|30.0|N/A|N/A|38 000|N/A|272}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#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: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 Huge Turret]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SGreen|Small Green Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtcaeolus.jpg]]|caption=The GTC Aeolus in FS2_Open 3.6.10}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: cruiser2t-01.pof&lt;br /&gt;
:Textures: ctile1( /c), ctile2( /c), ctile3( c/), ctile4(a/b/c), ctile5( /c), tbody(2/A), carmA, damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: cruiser2t-01.pof&lt;br /&gt;
:Textures: Aeolus-HTL, Trition_HTL_Turrets, AeolusTurrets, Damage, Aeolus-HTL_debris, Doctile6A, nameplate&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RScreen0018.jpg | The [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC Vigilant]] on patrol.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;Look upon its armament, ye fighter pilots, and despair. The Aeolus is the second most effective cruiser in the game, thanks to its array of [[Standard Flak|flak]] guns and [[AAAf|AAA]] beams that make attacking it a daunting prospect. The Aeolus will make mincemeat out of an unprepared fighter wing, and going one-on-one with it at short range is a very effective method of committing suicide. Its anti-capital capability is good for a cruiser with two [[SGreen]]s; however, the mounting scheme, and the [[SGreen]] being the woefully inefficient piece of junk that it is, the Aeolus will make most warship kills by bathing them in flak fire. This is actually surprisingly effective.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s pretty hard to overestimate the effectiveness of this cruiser... it has, by far, the best anti-fighter capability of any cruiser in the game, and nearly the best of any ship in the game. As far as I&#039;m concerned only the [[GTCv Deimos|Deimos]] really outdoes it in that respect. The Aeolus, however, is no super-warship; like all cruisers, it&#039;s really ineffective in an anti-capital respect, though superior to most other cruisers. The missions of [[Portal:FreeSpace 2|FreeSpace 2]] are cruel to the Aeolus and do not show its full potential. For example, in [[Clash of the Titans II]] all of the cruisers were severely damaged,  even though at full strength Aeoli can fight off ~ 12 bomber wings and survive. In [[Their Finest Hour]] (which also causes many people to doubt the [[GTVA Colossus]]) many allied warships failed to have their beams armed, decreasing both their capital-ship weaponry and their anti-fighter defenses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the Aeolus is feared by many as the most powerful anti-fighter cruiser in the game, I must say that it is not. Despite the fact that it has many flak guns (which other Terran cruisers have a complete lack of), the Aeolus has only two anti-fighter beams, while the [[GTC Leviathan]] has four. It is not flak that kills people, rather it makes the screen pulse red. This probably gives people the illusion that it is more dangerous than the Leviathan. Beams are what do the damage; the Leviathan is the triumphant anti-fighter cruiser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Aeolus is just about the only FS2 ship that can reliably take down a single fighter. That doesn&#039;t sound like much, but one competently flown bomber can find and exploit a weak spot in almost every other ship. However, despite the Aeolus&#039; fearsome reputation, it can be overwhelmed by a thought-out attack. If you go into FRED and do some testing, you&#039;ll notice that it only takes a wing or two of [[GTB Medusa|Medusas]] to kill this &#039;badass&#039; ship. The exact number depends on the difficulty level, as the bombers&#039; AI is better on higher difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have to disagree with the third comment. The Aeolus&#039;s small structure allows just about all flak guns to fire at one target. Despite AAA beams doing the most damage, 6 flak guns on one fighter will wear your shields down very quickly and tear through your hull even faster. Plus the Leviathan can only fire one or two AAA beams at a fighter, depending on its position. The Aeolus is the best cruiser to deal with fighter attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Similar to the [[Ravana]], this ship can fire through its own hull when using its SGreens. This can be observed when the Aeolus engages a target that is off to one side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Like any vessel using Standard Flak, the Aeolus&#039; combat effectiveness is strongly dependent on the ship&#039;s pilot AI class, which determines the refire rate of turret-mounted weapons. As the AI class approaches maximum the fire rate approaches the Standard Flak&#039;s tabled rate, which is absurdly high. Using a custom AI profile that removes the random turret refire delay converts the Aeolus into an awe-inspiring anti-fighter death machine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Little in the middle...but she got much flak.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45240</id>
		<title>TerSlashBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45240"/>
		<updated>2016-02-05T16:51:52Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */ ph is gud ritter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Bull Frost&#039;&#039; Tactical Beam&#039;&#039;&#039;, also known as the &#039;&#039;&#039;TerSlashBlue&#039;&#039;&#039;, is a tactical slashing beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The &#039;&#039;Bull Frost&#039;&#039; has damage ratings similar to the [[MBlue|&#039;&#039;Aurora Wake&#039;&#039; beam]], as well as the same effective range, but exhibits a much shorter recharge time and beam lifetime. It serves as the primary armament of the [[GTCv Diomedes|&#039;&#039;Diomedes&#039;&#039;-class corvette]] and secondary armament of the [[GTD Raynor|&#039;&#039;Raynor&#039;&#039;-]] and [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]] destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
One of a new generation of Terran weapons systems, the &#039;Bull Frost&#039; tactical beam is a product of the Threat Exigency Initiative&#039;s adaptation of Shivan beam technology. Using the Akheton Corporation&#039;s adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Raynor-class and Titan-class destroyers.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|10|2.3|Slashing|1|2 338|538|5 376}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Despite the typical problems of slash beams in general, this beam barely resembles the [[Terslash]]; the two Bullfrost on a [[Diomedes]] will tear up [[UEC Sanctus|Sanctus]] cruisers in less than a minute. In [[Darkest Hour]], if the Indus [[UEFg Karuna|Karuna]] moves into the wrong position, as occasionally happens, it will quickly be ripped to shreds. Don&#039;t underestimate these beams and the threat they pose to Federation vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This beam is basically the old [[TerSlash]] done right. Although it has a much lower per-pulse damage output than an [[MBlue]], the TerSlashBlue has an excellent fire rate that gives it an equivalent sustained damage, assuming it consistently hits. Although they don&#039;t help that much on the [[GTD Titan|Titan]] or even [[Raynor]]&#039;s broadsides, they truly shine as the main armament of the [[GTCv Diomedes|Diomedes]]. Note that, in BP lore, slash beams are more likely to acquire a lock under heavy beam jamming than direct-fire beams like the [[MBlue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite widespread belief to the contrary, the TerSlashBlue is no more likely to hit its target than any other slash beam.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45239</id>
		<title>TerSlashBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45239"/>
		<updated>2016-02-05T16:51:32Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Bull Frost&#039;&#039; Tactical Beam&#039;&#039;&#039;, also known as the &#039;&#039;&#039;TerSlashBlue&#039;&#039;&#039;, is a tactical slashing beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The &#039;&#039;Bull Frost&#039;&#039; has damage ratings similar to the [[MBlue|&#039;&#039;Aurora Wake&#039;&#039; beam]], as well as the same effective range, but exhibits a much shorter recharge time and beam lifetime. It serves as the primary armament of the [[GTCv Diomedes|&#039;&#039;Diomedes&#039;&#039;-class corvette]] and secondary armament of the [[GTD Raynor|&#039;&#039;Raynor&#039;&#039;-]] and [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]] destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
One of a new generation of Terran weapons systems, the &#039;Bull Frost&#039; tactical beam is a product of the Threat Exigency Initiative&#039;s adaptation of Shivan beam technology. Using the Akheton Corporation&#039;s adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Raynor-class and Titan-class destroyers.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|10|2.3|Slashing|1|2 338|538|5 376}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Despite the typical problems of slash beams in general, this beam barely resembles the [[Terslash]]; the two Bullfrost on a [[Diomedes]] will tear up [[UEC Sanctus|Sanctus]] cruisers in less than a minute. In [[Darkest Hour]], if the Indus [[UEFg Karuna|Karuna]] moves into the wrong position, as occasionally happens, it will quickly be ripped to shreds. Don&#039;t underestimate these beams and the threat they pose to Federation vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This beam is basically the old [[TerSlash]] done right. Although it has a much lower per-pulse damage output than an [[MBlue]], the TerSlashBlue has an excellent fire rate that gives it an equivalent sustained damage, assuming it consistently hits. Although they don&#039;t help that much on the [[GTD Titan|Titan]] or even [[Raynor]]&#039;s broadsides, they truly shine as the main armament of the [[GTCv Diomedes|Diomedes]]. Note that, in BP lore, slash beams are more likely to acquire a lock under heavy beam jamming than direct-fire beams like the [[MBlue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite widespread belief to the contrary, the TerSlashBlue is no more likely to hit its target as every other slash beam.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45238</id>
		<title>TerSlashBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TerSlashBlue&amp;diff=45238"/>
		<updated>2016-02-05T16:51:18Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Bull Frost&#039;&#039; Tactical Beam&#039;&#039;&#039;, also known as the &#039;&#039;&#039;TerSlashBlue&#039;&#039;&#039;, is a tactical slashing beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The &#039;&#039;Bull Frost&#039;&#039; has damage ratings similar to the [[MBlue|&#039;&#039;Aurora Wake&#039;&#039; beam]], as well as the same effective range, but exhibits a much shorter recharge time and beam lifetime. It serves as the primary armament of the [[GTCv Diomedes|&#039;&#039;Diomedes&#039;&#039;-class corvette]] and secondary armament of the [[GTD Raynor|&#039;&#039;Raynor&#039;&#039;-]] and [[GTD Titan|&#039;&#039;Titan&#039;&#039;-class]] destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
One of a new generation of Terran weapons systems, the &#039;Bull Frost&#039; tactical beam is a product of the Threat Exigency Initiative&#039;s adaptation of Shivan beam technology. Using the Akheton Corporation&#039;s adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Raynor-class and Titan-class destroyers.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|10|2.3|Slashing|1|2 338|538|5 376}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Despite the typical problems of slash beams in general, this beam barely resembles the [[Terslash]]; the two Bullfrost on a [[Diomedes]] will tear up [[UEC Sanctus|Sanctus]] cruisers in less than a minute. In [[Darkest Hour]], if the Indus [[UEFg Karuna|Karuna]] moves into the wrong position, as occasionally happens, it will quickly be ripped to shreds. Don&#039;t underestimate these beams and the threat they pose to Federation vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This beam is basically the old [[TerSlash]] done right. Although it has a much lower per-pulse damage output than an [[MBlue]], the TerSlashBlue has an excellent fire rate that gives it an equivalent sustained damage, assuming it consistently hits. Although they don&#039;t help that much on the [[GTD Titan|Titan]] or even [[Raynor]]&#039;s broadsides, they truly shine as the main armament of the [[GTCv Diomedes|Diomedes]]. Note that, in BP lore, slash beams are more likely to acquire a lock under heavy beam jamming than direct-fire beams like the [[MBlue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite widespread belief to the contrary, the TerSlashBlue is exactly as likely to hit its target as every other slash beam.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=44957</id>
		<title>GTC Aeolus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTC_Aeolus&amp;diff=44957"/>
		<updated>2015-11-18T14:21:30Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: i&amp;#039;m spartalot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTC &#039;&#039;Aeolus&#039;&#039;&#039;&#039;&#039; is an [[Galactic Terran-Vasudan Alliance|Allied]] [[Terrans|Terran-designed]] cruiser. It boasts more turrets in total than any other [[canon]] cruiser in the [[Freespace_2_Era_Craft|GTVA arsenal]]. Both the GTVA and the Neo-Terran Front use several of these vessels in &#039;&#039;[[FreeSpace 2]]&#039;&#039;, and the [[:Category:FreeSpace_2_Demo|FreeSpace 2 Demo]] places another in the hands of the GTVA. The &#039;&#039;FreeSpace 2&#039;&#039; tech description states that production was discontinued two years prior to [[the Second Shivan Incursion]], and only 24 were produced. However, the tech description was never made available to the player in the game, making its reliability debatable. In-game references warn of this ship&#039;s formidable anti-fighter weaponry.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:Gtcaeolus-old.jpg]]|caption=The GTC Aeolus}}&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The biggest, baddest, and meanest cruiser EVER. The Aeolus will smack you up.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In Greek mythology, Aeolus was the ruler of the nation of Aeolia, and had the power to control the winds. He was supposed to live in an island in Southern Italy, now called &#039;&#039;Lipari&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Canon Ships===&lt;br /&gt;
22 of the 24 Aeolus cruisers are named. Over half of them are destroyed over the course of the FreeSpace 2 campaign, many on the side of the [[Neo-Terran Front]]. Named cruisers are:&lt;br /&gt;
&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Adamant|GTC &#039;&#039;Adamant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Agrippa|GTC &#039;&#039;Agrippa&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Alexandria|NTC &#039;&#039;Alexandria&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ascendant|GTC &#039;&#039;Ascendant&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ashaton|GTC &#039;&#039;Ashaton&#039;&#039;]] (simulated)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Camisard|NTC &#039;&#039;Camisard&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Epigoni|NTC &#039;&#039;Epigoni&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Ertanax|GTC &#039;&#039;Ertanax&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Hellespont|NTC &#039;&#039;Hellespont&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Liberty|NTC &#039;&#039;Liberty&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Loyola|NTC &#039;&#039;Loyola&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Malta|GTC &#039;&#039;Malta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Mylae|NTC &#039;&#039;Mylae&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Retribution|NTC &#039;&#039;Retribution&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Righteous|NTC &#039;&#039;Righteous&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Saharan|NTC &#039;&#039;Saharan&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Sparta|GTC &#039;&#039;Sparta&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Templar|GTC &#039;&#039;Templar&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC &#039;&#039;Vigilant&#039;&#039;]] (destroyed)&lt;br /&gt;
* [[FreeSpace 2 Rebel Ship Database#NTC Vindication|NTC &#039;&#039;Vindication&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Warwick|GTC &#039;&#039;Warwick&#039;&#039;]]&lt;br /&gt;
* [[FreeSpace 2 Terran Ship Database#GTC Zanthar|GTC &#039;&#039;Zanthar&#039;&#039;]] (simulated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Cruiser|RNI Shipyards|N/A|100.0, 100.0, 80.0|30.0|N/A|N/A|38 000|N/A|272}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#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: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 Huge Turret]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SGreen|Small Green Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtcaeolus.jpg]]|caption=The GTC Aeolus in FS2_Open 3.6.10}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: cruiser2t-01.pof&lt;br /&gt;
:Textures: ctile1( /c), ctile2( /c), ctile3( c/), ctile4(a/b/c), ctile5( /c), tbody(2/A), carmA, damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: cruiser2t-01.pof&lt;br /&gt;
:Textures: Aeolus-HTL, Trition_HTL_Turrets, AeolusTurrets, Damage, Aeolus-HTL_debris, Doctile6A, nameplate&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RScreen0018.jpg | The [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC Vigilant]] on patrol.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;Look upon its armament, ye fighter pilots, and despair. The Aeolus is the second most effective cruiser in the game, thanks to its array of [[Standard Flak|flak]] guns and [[AAAf|AAA]] beams that make attacking it a daunting prospect. The Aeolus will make mincemeat out of an unprepared fighter wing, and going one-on-one with it at short range is a very effective method of committing suicide. Its anti-capital capability is good for a cruiser with two [[SGreen]]s; however, the mounting scheme, and the [[SGreen]] being the woefully inefficient piece of junk that it is, the Aeolus will make most warship kills by bathing them in flak fire. This is actually surprisingly effective.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s pretty hard to overestimate the effectiveness of this cruiser... it has, by far, the best anti-fighter capability of any cruiser in the game, and nearly the best of any ship in the game. As far as I&#039;m concerned only the [[GTCv Deimos|Deimos]] really outdoes it in that respect. The Aeolus, however, is no super-warship; like all cruisers, it&#039;s really ineffective in an anti-capital respect, though superior to most other cruisers. The missions of [[Portal:FreeSpace 2|FreeSpace 2]] are cruel to the Aeolus and do not show its full potential. For example, in [[Clash of the Titans II]] all of the cruisers were severely damaged,  even though at full strength Aeoli can fight off ~ 12 bomber wings and survive. In [[Their Finest Hour]] (which also causes many people to doubt the [[GTVA Colossus]]) many allied warships failed to have their beams armed, decreasing both their capital-ship weaponry and their anti-fighter defenses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the Aeolus is feared by many as the most powerful anti-fighter cruiser in the game, I must say that it is not. Despite the fact that it has many flak guns (which other Terran cruisers have a complete lack of), the Aeolus has only two anti-fighter beams, while the [[GTC Leviathan]] has four. It is not flak that kills people, rather it makes the screen pulse red. This probably gives people the illusion that it is more dangerous than the Leviathan. Beams are what do the damage; the Leviathan is the triumphant anti-fighter cruiser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Aeolus is just about the only FS2 ship that can reliably take down a single fighter. That doesn&#039;t sound like much, but one competently flown bomber can find and exploit a weak spot in almost every other ship. However, despite the Aeolus&#039; fearsome reputation, it can be overwhelmed by a thought-out attack. If you go into FRED and do some testing, you&#039;ll notice that it only takes a wing or two of [[GTB Medusa|Medusas]] to kill this &#039;badass&#039; ship. The exact number depends on the difficulty level, as the bombers&#039; AI is better on higher difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have to disagree with the third comment. The Aeolus&#039;s small structure allows just about all flak guns to fire at one target. Despite AAA beams doing the most damage, 6 flak guns on one fighter will wear your shields down very quickly and tear through your hull even faster. Plus the Leviathan can only fire one or two AAA beams at a fighter, depending on its position. The Aeolus is the best cruiser to deal with fighter attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Similar to the [[Ravana]], this ship can fire through its own hull when using its SGreens. This can be observed when the Aeolus engages a target that is off to one side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Like any vessel using Standard Flak, the Aeolus&#039; combat effectiveness is strongly dependent on the ship&#039;s pilot AI class, which determines the refire rate of turret-mounted weapons. As the AI class approaches maximum the fire rate approaches the Standard Flak&#039;s tabled rate, which is absurdly high. Using a custom AI profile that removes the random turret refire delay converts the Aeolus into an awe-inspiring anti-fighter death machine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
little in the middle, but she got much flak}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=44032</id>
		<title>User-made Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=44032"/>
		<updated>2014-05-25T12:45:05Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: Undo revision 44029 by Bryan See (Talk) Sorry Bryan, you can&amp;#039;t post this on the wiki until the HTL is actually finished.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|-&lt;br /&gt;
{|border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{UMS-Legend}}&lt;br /&gt;
|width=510px|The following is a list of released, user-made ship mods for [[Freespace 2]], for use in the creation of custom missions and campaigns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*For canon ship classes from FreeSpace: The Great War: [[Great War-era craft]]&lt;br /&gt;
*For canon ship classes from FreeSpace 2: [[FreeSpace 2-era craft]]&lt;br /&gt;
*For ships from The Babylon Project: [[TBP shiplist|The Babylon Project craft]]&lt;br /&gt;
*For ships from Wings of Dawn: [[Wings_of_Dawn_Ships|Wings of Dawn craft]]&lt;br /&gt;
*For ships from Diaspora: [[Diaspora Ship List|Diaspora craft]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fighter Craft==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bad Ulysses]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Perseus Adv]] {{WH}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVAf Apis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chelob]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Charlatan]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Minsk]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (Nuke)]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVDr Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chimera]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Kato]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Volkov]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (TrashMan)]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Anouke]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Gorgon]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Phylaki]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Acheron]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Raziel]] {{RI|Ship=GTF Raziel}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Apis]] &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Harpy]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Interceptor]] {{WU}}{{RI|Ship=Bek&#039;Tah Interceptor}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Selkie]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Ennead]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Hydra]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEF Blizzard]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Claymore]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Ifrit]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Kama]] {{WH}}{{WU}}{{WN}}{{RI|Ship=KCSL Kama}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Svalin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heptu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Naga]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lethe]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Lethe]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vampire]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heset]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Scorpion II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Huntercraft]] {{WU}}{{RI|Ship=Lizard Huntercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Stentor]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vesuvius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Imset]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Serpent]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SF Serpent}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Killercraft]] {{WU}}{{RI|Ship=Lizard Killercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Styx]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ymir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Khepri]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (INF)]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SF Succubus}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Swarmercraft]] {{WU}}{{RI|Ship=Lizard Swarmercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Jackal]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Hestia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Mihos]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (Nuke)]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Banshee]] {{WH}}{{WU}}{{RI|Ship=NF Banshee}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Lancer]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[IH2 Sunrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Reshef]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Space Spider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Larvae]] {{WH}}{{WU}}{{RI|Ship=NF Larvae}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Mig]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Anan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Saqqara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SDr Imp]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Phantasm]] {{WH}}{{WU}}{{RI|Ship=NF Phantasm}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Wraith]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Benkei]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Incubus]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SF Incubus}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Unknown]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFx Thor]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Oni]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Seker]] {{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Mantis]] {{WU}}{{WN}}{{RI|Ship=SF Mantis}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Panther]] {{WU}}{{RI|Ship=RLF Panther}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Achilles]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shrike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Tigris]] {{WU}}{{RI|Ship=RLF Tigris}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Agias]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Hellbat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Cataphract]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Alves]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Satyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVDr Jackal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Hussar]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Angel (non-canon)|GTF Angel]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Shagrath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVF Seshat]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UF Notus]] {{WH}}{{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Antaeus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Vulture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Anhur MkIV]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKF Eitr]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKF Eitr}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Apollo Prototype]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTF Kulas]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Aoh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HAF Super Sylph]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Archon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Pyro GX]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEFx Yaaru]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HAF Yukikaze Mave]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Aurora]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Scimitar (Aldo)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VRC Inpu]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HAF Vic Viper]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Autolycus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Banshee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Nhu]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HAF Rynex]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Carabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Astrogator]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Horae ]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKF Ambrosium-R]] {{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Cyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Daedelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Spacesuit]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Donar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[STVsF Nightwing]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Draco]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDr Firebee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Enceladus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Falcon]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Gefjon]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ezechiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Ion]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Falcon]] {{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kestrel]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Hercules Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kvasir]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Icarus]] {{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Alpha]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Kelpie]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Beta]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Keres]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Shrike]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ladiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEF Izra&#039;il]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Leto]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Cherokee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Losna]] {{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Comanche]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Maverick]] {{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Seminole]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEF Ainsarii]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Proton]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Skjoldr]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Durandal]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTF Dustar]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Raptor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFa Alecto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Starstrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Electron]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Ierax]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bomber Craft==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCB Gurkov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hydra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Hesat]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Durja]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SB Durja}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Attis]] {{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Jotun]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Atlas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kahlan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Satyr]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Peregrine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Kronus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Imset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kasdeya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Zakros]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTB Saracen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Maelstrom]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Vindhyachal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Bomber]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Apollyon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEB Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Yali]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SB Yali}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Unknown]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTB Armageddon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Phoebus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Anhur]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Ojas]] {{WU}}{{WN}}{{RI|Ship=SB Ojas}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MB Cuirassier]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Holler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Rhea]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Hathor]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Ghoul]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TB Atlas]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Sabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Setep]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Big Core]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Azaes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTsB Scimitar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Callisto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Surt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Chnubis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Thunderbolt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Claymore]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Uriel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Danaus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PB Sepuelture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Diana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Navajo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Yurok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hera (INF)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOB Jotun D.H.]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEB Vajradhara]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Berserker]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEB Lapith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Athena Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hera (ED)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Stheno]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TB-100 Arbalest]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TB-112 Aries]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCCa Andropov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Aten Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Abel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Gordia]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Aesacus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TC Damocles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mafdet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Lamia]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Avalonian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEC Sanctus]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mekhet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Raguel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Malia]] {{WH}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Eclipse]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACv Darkness]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Newet]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Rictus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NC Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Evangelist]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ajax]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Sai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCv Bryn]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Malia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (158th)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Alexandria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Somtus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCv Scylla]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Phaistos]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (OTT)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Bellerophon]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SFg Beelzeboul]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCv Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (IPA)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chimera]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Naunet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SFg Damini]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion (ASW)]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Alcyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chiron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLC Defiler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SGs Asura]] {{WH}}{{WU}}{{WN}}{{RI|Ship=SGs Asura}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKFf Adamantium]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKFf Adamantium}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Black Widow]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Cobra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEC Joh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCve Orichalcum]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKCve Orichalcum}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Blade]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Mandes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Hecatos]] {{WH}}{{WU}}{{WN}}{{RI|Ship=KCSL Hecatos}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Nike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Pachet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCs Iliaster]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKCs Iliaster}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Cretheus]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Oberon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Udjat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[BTDa Skeleton]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ragnarok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Hyperion (joelever)|Hyperion]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Garm]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Reyena]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Duat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Gryphon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Valhalla]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Geb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Hyperion]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITCv Raiden]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVMCv Wepwawet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Mars]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTCv Echelon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Repten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTxC Njord]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTCv Baranek]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Satyrs]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Odysseus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Ehreos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Amon-Re]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Neptune]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Tuket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Phobos ADv|SOCv Phobos Adv]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVGs Hemsut]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCt Piranha]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Chrysaor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Mahal]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ticonderoga]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Retribution]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVCa Ramses]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Tyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFf Saphah]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Unknown]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Karuna]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Narayana]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LPC Galleon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Antwerpen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PC Rumrunner]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Enforcer]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITC Dainishi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGb Praetorian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Morana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Rhea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Tane]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Phobos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Oculus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Avenger]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVFg Arpyia]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMf Sparta]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Phoenix Rising]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Calypso]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Atlantis]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFf Northampton]]  {{WH}}{{WU}}{{WN}}{{RI|Ship=FTFf Northampton}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFf Impervious]]  {{WH}}{{WU}}{{WN}}{{RI|Ship=FTFf Impervious}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEC Custos]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTCa Tethys]]  {{WH}}{{WU}}{{WN}}{{RI|Ship=FTCa Tethys}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFp Rhea]] {{WH}}{{WU}}{{WN}}{{RI|Ship=FTFp Rhea}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTCv Tethys]]  {{WH}}{{WU}}{{WN}}{{RI|Ship=FTCv Tethys}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Prominence]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Bellerophon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Karuna MK2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTDS Baikal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTCVS Volga]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEC Custos-X]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCSF Ajax]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCD Athena]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCC Aurora]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBCr Tennyson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Gaia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Kabechet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCa Shiamak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACa Akrotiri]] {{WH}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACa Telemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Henderson]] {{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Tanen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Iblis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Achladia]] {{WH}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Canberra]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Hera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apothess]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Kismat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Odigitria]] {{WH}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCar Fury]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Icelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Vassago]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Pylos]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Galaxy]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Legion (Orion)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hedetet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSD Diablo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ND Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTCa Hestia]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Megaera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLD Mefdef]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ASD Minos]] {{WH}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Phoenix]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Ioa]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VCI Bastet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEC Typhoon]] {{WH}}{{WU}}{{WN}}{{RI|Ship=HEC Typhoon}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCr Trifid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTHD Orion Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSD Hetka]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKBc Azoth]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKBc Azoth}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Warlock]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Orion Phase II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hathor]] {{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCa Vampire]] {{WH}}{{WN}}{{RI|Ship=NCa Vampire}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Constellation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Raynor]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Pharaoh]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Icarus]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Sagittarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Sirona]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apophis]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[S.D.F.1]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Lindos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Titan]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EASD Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Wotan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Tereus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Zagreus]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCD Kiev]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITD Ryujin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FD Vexor]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTD Liberty]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Agamenmon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Emperor]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Alexander]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOD Segomo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Atropos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TD Reliant]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UED Solaris]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Daegon]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Nemesis (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Bastion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Galatea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOSD Olemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Odin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Anchorage]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Damocles]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Morena MacDuff]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVBS Archangel Mk2]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SODn Solaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSJ Sechat-Hor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SJ Amritaya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDn Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Icanus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Dante]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vishnan Preserver]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBs Moscow]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Colossus Mk II]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos (Old)]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Titan]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Amaterasu]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SPD Vinaashak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEHc Hurricane V]] {{WH}}{{WU}}{{WN}}{{RI|Ship=HEHc Hurricane V}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TBs Horizon]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Great Darkness]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Installations (Dry Docks, Star Bases and Jump Gates)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CI Haven]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Melia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Abthys]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Acridon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Thera]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Andromeda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Nareos]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas]] {{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Pyrgos]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Lycaon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Samson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo Extension]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Hara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKI Alkahest]] {{WH}}{{WU}}{{WN}}{{RI|Ship=AKI Alkahest}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Acheron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDI Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cheops]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Shivan JumpGate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Aeglos]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Whitehall]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Karnak]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas(Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExD Arcadia Defender]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITI Yomi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Ogdoad]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Arcas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PCI Phoron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Abydos]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Asteria]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TI Achilles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Athens]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSS Exos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Atlantis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMI Aule]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Bretonia]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TPG 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Chamelion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alliance Jump Gate]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDk Acropolis]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExA]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Goliath]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Intrasystem Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExC]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Asteroid Installation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Jump Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Refinery]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Silex]] {{WH}}{{WN}}{{RI|Ship=GTI Silex}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Constellation]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTI Dzungaria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Comet Class Supply Depot|Comet Class]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Europa]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-Combatants (Freighters, Transports and Auxilliaries)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Corsair]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVFr Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ST Xerxes]]  {{RI|Ship=ST Xerxes}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLFr Margay]] {{WU}}{{RI|Ship=RLFr Margay}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Aether]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Naxos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Isten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ATT Dallie]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Briareos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Svalin]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Qeb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AS Kamilari]] {{WU}}{{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Sesmu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LS Bek&#039;Tah|Bek&#039;Tah Support Ship]] {{WU}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TT Pericles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Imhotep]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AFr Phaistos]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Kadmos]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Neith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AK FR Cintamani]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Upanishad]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Ulmo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTA Caerus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Ehnaton]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TG Bromios]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSC Icarus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCol Columbus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEA Oculus]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Majestic]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Terran Probe]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Splendid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTEP Bachus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTL Anemoi]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Abaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEM Florence]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFT Constantine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Anatis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Copernicus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PATr Baracuda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Cyrene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Star Rider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDr Phidias]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Wyvern]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSh Mercury]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UES Aranyaka]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Albanus]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Cruiseship]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other (Cargo Pods, Sentry Guns, Etc)==&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vasudan Mine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Annihilator]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A09]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDM Hephaestus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSG Ammut]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Erebos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A17]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Balmung]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Somnath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Phaistos Cargo]] {{WN}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Euphrates]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSP Chakra]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDD]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Safat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alien Defense Station]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[BSSG Myrdin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Stalker Class Probe]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UNX]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gungnir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gunstar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Serious Sandwich]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Wolverine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Pyre]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Cargo Platform]] {{WH}}{{WU}}{{RI|Ship=Cargo Platform}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Modular Construction Kit]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TGas-1]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Sleipnir]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Ring]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes to Wiki contributors==&lt;br /&gt;
*To add a new ship use a sample template or copy and modify the source from an existing page. For screenshots I&#039;ve been going with the size 480x340 as standard. But this is completely arbitrary and anything around that size is probably acceptable.&lt;br /&gt;
*The format can be difficult to edit. It is perfectly acceptable to simply tack on your ship at the bottom of the appropriate column. Someone else can then later edit it in if desired. &lt;br /&gt;
*When adding, please place your new ship in the appropriate column. There are two columns for Terrans, one for Vasudans and Shivans and one for other. If your ship belongs to a non-canon species please place it in the OTHER column.&lt;br /&gt;
*This is for mods which are not meant as replacements for stock models. Meaning that, an HTL version of the GTFr Chronos does not belong here. Modified stock models on other hand may be acceptable. Ie the GTFr Aether is a Chronos with a pod attached and an extra turret.&lt;br /&gt;
*Should two different models have the same name, add the author&#039;s name in brackets as a suffix. (or alternatively the mod pack name)&lt;br /&gt;
*Add only ready models which are released and freely available. Always include a download link. It is okay if you later update it.&lt;br /&gt;
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mod Database]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43649</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43649"/>
		<updated>2014-03-07T18:59:49Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: this is useful info apparently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used. Shitty and bad and you shouldn&#039;t use it.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Warning| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Warning| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| This feature is only available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
{{Warning| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Warning| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;framenumber&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43647</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43647"/>
		<updated>2014-03-07T18:41:25Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* -3dshockwave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used. Shitty and bad and you shouldn&#039;t use it.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Warning| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Warning| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| This feature is only available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
{{Warning| This parameter was removed as of the July 5, 2011 nightly build.}}&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Warning| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;framenumber&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=UEB_Vajradhara&amp;diff=43606</id>
		<title>UEB Vajradhara</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=UEB_Vajradhara&amp;diff=43606"/>
		<updated>2014-03-04T12:06:05Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[File:Vajra.png|480px]]|caption=The UEB &#039;&#039;Vajradhara&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Blue Planet: War in Heaven Tech Room Description===&lt;br /&gt;
Where the Durga&#039;s firepower is considered excessive, the UEB Vajradhara&#039;s is considered out of scale. Should the Durga fail to meet set expectations in mission objectives, the even heavier UEB Vajradhara is sent in. This beast is a rare sight on the battlefield however, as its production costs are significant. Should it be deployed, it has adequate self-defense in the form of two high-powered turrets as well as plenty of armor and shielding. The Vajradhara is a fleet bomber, designed to survive and in fact shape engagements between multiple frigates and destroyers.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Steve-O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = UEB &#039;&#039;Vajradhara&#039;&#039;&lt;br /&gt;
|type = Fleet Bomber&lt;br /&gt;
|manufacturer = Wartime Special Projects&lt;br /&gt;
|maneuverability = Poor&lt;br /&gt;
|yaw_pitch_roll = 6.5, 7.0, 7.0&lt;br /&gt;
|max_velocity = 52 - 80&lt;br /&gt;
|max_ab_velocity = 115&lt;br /&gt;
|max_ab_duration = 11&lt;br /&gt;
|armor = Very Heavy&lt;br /&gt;
|hitpoints = 700&lt;br /&gt;
|shields = 850&lt;br /&gt;
|length = 82.1&lt;br /&gt;
|gun_bank_1 = 4&lt;br /&gt;
|gun_bank_2 = 4&lt;br /&gt;
|gun_bank_3 = 1&lt;br /&gt;
|missile_bank_1 = 120&lt;br /&gt;
|missile_bank_2 = 40&lt;br /&gt;
|missile_bank_3 = 120&lt;br /&gt;
|missile_bank_4 = 80&lt;br /&gt;
|countermeasures = 60&lt;br /&gt;
|turrets = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Rapier]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[Gattler]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 1&lt;br /&gt;
| [[Vajra]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 1st&amp;lt;br&amp;gt;2nd&lt;br /&gt;
| colspan=2| [[Vulcan]], [[Rapier]], [[Scalpel]], [[Maul]], [[Gattler]], [[Sidhe]], [[Redeemer]], [[UX Accelerator]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 3rd&lt;br /&gt;
| colspan=2| [[Vajra]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 120&lt;br /&gt;
| [[Dirk]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Jackhammer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 120&lt;br /&gt;
| [[Warhammer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4th&lt;br /&gt;
| 80&lt;br /&gt;
| [[Sledgehammer]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 1st&lt;br /&gt;
| colspan=2| [[Hellfire Missile|Hellfire]], [[Dirk]], [[Dart]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]], [[Shrike (BP)|Shrike]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 2nd&lt;br /&gt;
| colspan=2| [[Shrike (BP)|Shrike]], [[Jackhammer]], [[Warhammer]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 3rd&lt;br /&gt;
| colspan=2| [[Hellfire Missile|Hellfire]], [[Dirk]], [[Dart]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]], [[Shrike (BP)|Shrike]], [[Jackhammer]], [[Warhammer]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 4th&lt;br /&gt;
| colspan=2| [[Sledgehammer]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Rapier]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Demo Vajradhara.jpg| The UEB Vajradhara over Earth, Sledgehammer bay doors primed and ready.&lt;br /&gt;
&lt;br /&gt;
Image:Uebvajradhara.jpg|The UEB &#039;&#039;Vajradhara&#039;&#039; from the first release of War in Heaven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Pronounced VAJ-ra-ZA-ra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most powerful fanmade bombers, period. However, it handles like a rock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vajradhara released with R1 was never used in missions, and it is likely that the R2 version will have expanded capabilities when it actually turns up in usable form. You can fly it in the standalone mission Kentauroi Race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing to note about the Vajra in its tertiary bank: the instant you arm it, you cannot immediately fire it, you must wait five seconds so the weapon can be primed (if you take a look at it in external camera view, the firing point is under the three-man cockpit, and the firing &amp;quot;rod&amp;quot; extends from the casing, much like the Archer anti-subsystem gun on the [[UEF Uriel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another note about weapon priming: the Sledgehammers in Secondary Bank 4 are stored under bay doors on the top side. So don&#039;t expect to fire them straight away, as they still need a lock on.}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;br /&gt;
[[Category:Blue Planet ships]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sidhe&amp;diff=43605</id>
		<title>Sidhe</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sidhe&amp;diff=43605"/>
		<updated>2014-03-04T12:02:38Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Sidhe tech model.png|500px]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
&#039;&#039;&#039;Information on this weapon is compartmentalized, code HAWKING, dissemination NOFORN. Check clearance: cleared.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The SCWS/SA1 Sidhe is a collapsed molybdenum shrapnel weapon that accelerates a canister of six submunitions until an onboard fuse triggers separation. Submunitions deploy in a conical spread to increase hit probability and overmatch reactive armor systems designed to defeat single penetrations. Each submunition carries a coil-flash EMP charge to defeat shield systems. Although the Sidhe was originally designed as a payload for warship-grade gauss cannons, pilots using the fighter-mounted variant began fusing the Sidhe canisters to detonate on launch, creating a devastating short-range weapon. The [[UEF Ainsarii|Ainsarii]] stealth fighter can fire six Sidhe canisters simultaneously, wreaking havoc on small targets in dogfight ranges. The Sidhe is an excellent snapshot weapon to resolve engagements against maneuverable foes.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|1.33|800|25|1.0x|25|1.0x|25|0.2x|5}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Pronounced SHEE-uh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is not a weapon to mess with, and one of your best friends in the Third Act. After testing this weapon on a UEF-Shivan gauntlet, the Sidhe is ludicrously powerful. How powerful you ask? A quad Sidhe has the ability to take out a Seraphim in THREE shots, given you&#039;re less than a kilometer away. Forget the Kayser and Prometheus S for intercept, now THIS is a potent weapon. Theoretically, the &amp;quot;buckshot&amp;quot; covers quite a distance, so this weapon is ideal for heavy bombers and, daresay, swift, maneuverable fighters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=41782</id>
		<title>Slammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=41782"/>
		<updated>2013-02-06T11:55:04Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Slammer tech model.png|350px]]|caption=The GES-10 Slammer Area Suppression Missile}}&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Kiribati-Sunder GES-10 Slammer is the Federation&#039;s counterpart to the Infyrno and Piranha cluster weapons. Major differences include the addition of an aspect seeker, a remote trigger and multiple limited guidance cluster warheads that are fired at a 10 degree angle, producing a shotgun effect. The warheads themselves detonate about 3 seconds after separation. Slammers excel at offensive deployment against large groups of fighters, and they are devastating against bombers. Of all the Federation&#039;s fighter-based weapons, GTVA pilots fear Slammers the most, and unlike their Piranha and Infyrno counteparts, Slammers enjoy considerable popularity amongst pilots. Uriel gunships can carry twelve Slammers into battle for heavy fighter and bomber suppression, turning dogfights into gruesome, industrial slaughterhouses.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|2500|5|250|20|1.0x|20|0.75x|15|1.0x|20|20 / 25|Aspect Seeking|N/A|3.0|3.5 s}}&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|750|0|300|50|1.0x|50|1.0x|50|0.25x|12.5|40 / 80|Heat Seeking|180|N/A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|If there is one field that the UEF certainly beat the GTVA at, that would be the descendant of the Synaptic warhead, and anyone who thinks &amp;quot;Pfft, this is just an Infyrno with aspect lock,&amp;quot; you&#039;re going to be surprised at how damned effective this weapon is used right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use this weapon&#039;&#039;&#039;. Although it takes a bit of skill to get used to at first, when used correctly the Slammer can bag you enormously satisfying multi-kills; wiping out entire bomber wings in a split second and breaking up hostile fighter formations with ease. It&#039;s fully possible to destroy an entire 6-ship fighter or bomber wing with this thing. The best way to remote detonate is 150 to 300 meters just before the target in a head-on pass, and if the wing&#039;s clustered tightly, use your targeting camera to track the &amp;quot;leading ship&amp;quot; (as in, the ship that is in front of the formation). If that ship tends to break off from the rest of the group, target the next one that&#039;s scrunched up. Do not attempt to fire the Slammer in a tail-on pass (you should resort to using the Rapier or Dart by that point), as that can be avoided by countermeasure fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are in seriously dire circumstances and all you have for self-defense is Slammers, you can treat them like you would a Piranha or Infyrno warhead: let loose, wait a few seconds, and detonate. This can work for most hostiles that tend to swarm you up front, take a straggler off your tail, or even work as a close-range dumbfire warhead in a head-on situation. (This does not work against stealth fighters, don&#039;t try it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, be extremely cautious about using these at close range, as you are very, very likely to kill yourself within a distance of about 500 meters. Friendly fighters also have an infuriating tendency to kill you with friendly Slammer fire. Best thing to do is try not to get too close to enemy fighter formations and wait for them to break up before engaging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don&#039;t put yourself in risk should they fire a Slammer at the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While generally a much better weapon than the Infyrno, the Slammer does too little damage to be effective against warships, unlike its counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, however, that in Blue Planet the Infyrno suffers the same damage reduction against warships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually best fired singly. Divide your bank&#039;s carrying capacity by 10, that&#039;s how many of these missiles you will get.}}&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=41781</id>
		<title>Slammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Slammer&amp;diff=41781"/>
		<updated>2013-02-06T11:54:51Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Slammer tech model.png|350px]]|caption=The GES-10 Slammer Area Suppression Missile}}&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The Kiribati-Sunder GES-10 Slammer is the Federation&#039;s counterpart to the Infyrno and Piranha cluster weapons. Major differences include the addition of an aspect seeker, a remote trigger and multiple limited guidance cluster warheads that are fired at a 10 degree angle, producing a shotgun effect. The warheads themselves detonate about 3 seconds after separation. Slammers excel at offensive deployment against large groups of fighters, and they are devastating against bombers. Of all the Federation&#039;s fighter-based weapons, GTVA pilots fear Slammers the most, and unlike their Piranha and Infyrno counteparts, Slammers enjoy considerable popularity amongst pilots. Uriel gunships can carry twelve Slammers into battle for heavy fighter and bomber suppression, turning dogfights into gruesome, industrial slaughterhouses.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|2500|5|250|20|1.0x|20|0.75x|15|1.0x|20|20 / 25|Aspect Seeking|N/A|3.0|3.5 s}}&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|750|0|300|50|1.0x|50|1.0x|50|0.25x|12.5|40 / 80|Heat Seeking|180|N/A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|If there is one field that the UEF certainly beat the GTVA at, that would be the descendant of the Synaptic warhead, and anyone who thinks &amp;quot;Pfft, this is just an Infyrno with aspect lock,&amp;quot; you&#039;re going to be surprised at how damned effective this weapon is used right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use this weapon&#039;&#039;&#039;. Although it takes a bit of skill to get used to at first, when used correctly the Slammer can bag you enormously satisfying multi-kills; wiping out entire bomber wings in a split second and breaking up hostile fighter formations with ease. It&#039;s fully possible to destroy an entire 6-ship fighter or bomber wing with this thing. The best way to remote detonate is 150 to 300 meters just before the target in a head-on pass, and if the wing&#039;s clustered tightly, use your targeting camera to track the &amp;quot;leading ship&amp;quot; (as in, the ship that is in front of the formation). If that ship tends to break off from the rest of the group, target the next one that&#039;s scrunched up. Do not attempt to fire the Slammer in a tail-on pass (you should resort to using the Rapier or Dart by that point), as that can be avoided by countermeasure fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are in seriously dire circumstances and all you have for self-defense is Slammers, you can treat them like you would a Piranha or Infyrno warhead: let loose, wait a few seconds, and detonate. This can work for most hostiles that tend to swarm you up front, take a straggler off your tail, or even work as a close-range dumbfire warhead in a head-on situation. (This does not work against stealth fighters, don&#039;t try it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, be extremely cautious about using these at close range, as you are very, very likely to kill yourself within a distance of about 500 meters. Friendly fighters also have an infuriating tendency to kill you with friendly Slammer fire. Best thing to do is try not to get too close to enemy fighter formations and wait for them to break up before engaging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blue on blue casualties related to this weapon can be significantly reduced by telling your Slammer-carrying wingmen to ignore your target whenever you close in for primary/Hellfire kills. This somewhat reduces the risk of them deciding to fire Slammers towards your vicinity. Also, if there are pilots who are not under your direct command, keep track of what ships they are engaging, so that you don&#039;t put yourself in risk should they fire a Slammer at the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While generally a much better weapon than the Infyrno, the Slammer does too little damage to be effective against warships, unlike its counterpart.&lt;br /&gt;
&lt;br /&gt;
Note, however, that in Blue Planet the Infyrno suffers the same damage reduction against warships.&lt;br /&gt;
&lt;br /&gt;
Usually best fired singly. Divide your bank&#039;s carrying capacity by 10, that&#039;s how many of these missiles you will get.}}&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=41676</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=41676"/>
		<updated>2013-02-02T23:08:02Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Latest Recommended Release */ Probably best to remove that for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #000;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Latest Recommended Release==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php?topic=83577.0 3.6.16 &#039;&#039;&#039;Final&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Release Date: 01 February 2013&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php?topic=70736.0 &#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.12]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Release Date: 06 August 2010&lt;br /&gt;
|-&lt;br /&gt;
|[http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx &#039;&#039;&#039;OpenAL&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Look on this page for an installer (Step 2), [http://www.hard-light.net/forums/index.php/topic,47640.0.html here], or if you need help [http://www.hard-light.net/forums/index.php/topic,41802.0.html please refer to this topic].&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Latest Official Release==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php?topic=83577.0 3.6.16 &#039;&#039;&#039;Final&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Release Date: 01 February 2013&lt;br /&gt;
|-&lt;br /&gt;
|[http://swc.fs2downloads.com/files/Launcher55g.zip &#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.5g]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Supports 3.6.12 final and all nightly builds including the new OpenAL code&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php?topic=70736.0 &#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.12]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Release Date: 06 August 2010&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[http://www.game-warden.com/fs2open_pxo.cfg &#039;&#039;&#039;Multiplayer config file&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Tip: Save this file as &amp;lt;b&amp;gt;data\fs2open_pxo.cfg&amp;lt;/b&amp;gt; AND &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;mediavps&amp;lt;/i&amp;gt;\data\fs2open_pxo.cfg&amp;lt;/b&amp;gt;&lt;br /&gt;
If you are not able to connect to FS2NetD in-game when it is known to be online, [http://www.hard-light.net/forums/index.php/topic,41508.msg849031.html#msg849031 see this post].&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2netd.game-warden.com/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&amp;amp;larr; Click any of the &amp;quot;Server Status Check&amp;quot; links to see the status of several FS2 servers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.game-warden.com/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Loki&amp;diff=41618</id>
		<title>GTF Loki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Loki&amp;diff=41618"/>
		<updated>2013-02-01T14:47:25Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[image:Gtfloki-old.jpg]]|caption=The GTF Loki}}&lt;br /&gt;
The &#039;&#039;&#039;GTF &#039;&#039;Loki&#039;&#039;&#039;&#039;&#039; is a [[Terrans|Terran-designed]] fighter that was used by rogue [[Galactic Terran Intelligence]] forces during the [[Hades Rebellion]]. Its hull and reactor were specially designed to make it invisible to nearly all forms of detection sensors. However, a minor flaw in its design, discovered shortly after the destruction of the [[GTD Krios|GTD &#039;&#039;Krios&#039;&#039;]], completely nullified the &#039;&#039;Loki&#039;&#039;&#039;s stealth capabilities, reducing it into a heavily armed reconnaissance fighter. It later became an staple part of the [[NTF]]&#039;s fighter forces during the [[NTF Rebellion]]. Its high speed, weapons compatibility, and maneuverability is offset by its low armor and weapons capacity.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
Designed by GTI engineers, the GTF Loki is undoubtedly the best reconaissance craft in Terran or Vasudan service. Its hull shape and shielded reactor chamber lends itself to providing a low sensor profile, and is yet capable of very high speed maneuvers.  Its relatively light armament and low armor rating make it unsuitable for extended firefights, however.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTF Loki is designated as a fighter, but it&#039;s more of a heavy reconnaissance craft. The Loki&#039;s micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki can usually stay alive long enough for its high maneuverability and speed to discourage pursuers. Lokis are widely used by NTF forces.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
High max velocity offset by its tiny payload.  High weapon capacity.&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
The demonic figure of Loki is commonly believed to be the god of chaos in Germanic and Scandinavian myths. There are numerous stories about Loki, many depicting him differently, and contradicting each other in other aspects, too.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{ship_box&lt;br /&gt;
|name =GTF Loki&lt;br /&gt;
|type =Recon&lt;br /&gt;
|manufacturer =Han-Roland Corp.&lt;br /&gt;
|maneuverability =High / Good&lt;br /&gt;
|yaw_pitch_roll = 3.2, 3.2, 2.0&lt;br /&gt;
|max_velocity =75 - 64/95&lt;br /&gt;
|max_ab_velocity =160&lt;br /&gt;
|max_ab_duration =&lt;br /&gt;
|armor =Medium&lt;br /&gt;
|hitpoints =250&lt;br /&gt;
|shields =400&lt;br /&gt;
|length =20&lt;br /&gt;
|gun_bank_1 =2&lt;br /&gt;
|gun_bank_2 =2&lt;br /&gt;
|missile_bank_1 =20&lt;br /&gt;
|countermeasures =40&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;
{|{{Weapon bank box background}} &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Pbank_box&lt;br /&gt;
|setting =FreeSpace 1&lt;br /&gt;
|pbank_1_guns =2&lt;br /&gt;
|pbank_1_default =[[GTW Avenger|Avenger]]&lt;br /&gt;
|pbank_2_guns =2&lt;br /&gt;
|pbank_2_default =[[GTW Disruptor|Disruptor]]&lt;br /&gt;
|allowed_loadout =[[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Flail|Flail]], [[GTW Prometheus|Prometheus]], [[GTW Banshee|Banshee]], [[GTW Leech Cannon|Leech Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Pbank_box&lt;br /&gt;
|setting =FreeSpace 2&lt;br /&gt;
|pbank_1_guns =2&lt;br /&gt;
|pbank_1_default =[[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|pbank_2_guns =2&lt;br /&gt;
|pbank_2_default =[[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|allowed_loadout =[[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Maxim|Maxim]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{|{{Weapon bank box background}} &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Sbank_box&lt;br /&gt;
|setting =FreeSpace 1&lt;br /&gt;
|sbank_1_capacity =20&lt;br /&gt;
|sbank_1_default =[[GTM Interceptor|Interceptor]]&lt;br /&gt;
|allowed_loadout =[[GTM MX-50|MX-50]], [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]], [[GTM EM Pulse|EM Pulse]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Sbank_box&lt;br /&gt;
|setting =FreeSpace 2&lt;br /&gt;
|sbank_1_capacity =20&lt;br /&gt;
|sbank_1_default =[[GTM Harpoon|Harpoon]]&lt;br /&gt;
|allowed_loadout =[[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtfloki.jpg]]|caption=The GTF Loki in FS2_Open 3.6.12}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Fighter13.pof&lt;br /&gt;
:Textures: Fighter13-01(a/b/c), thruster01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Fighter13.pof&lt;br /&gt;
:Textures: LokiHTL, glass, LokiDebris, Tercoc01&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&#039;&#039;It is not terribly fast by FS2 standards, and it has very low missile capacity. The primary reason to prefer the Loki over the Perseus is its extreme maneuverability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loki was never a superior fighter. It suffers from a small secondary capacity and weak shielding. In Silent Threat it was only marginally superior to the [[GTF Valkyrie|Valkyrie]], and then only in a dogfight. In FS2 it is in over its head against the second-generation GTVA fighters. In its defense, it was intended to be a stealth fighter, so comparison to the [[GTF Pegasus|Pegasus]] might have been more appropriate, but it is left wanting in that comparison as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Although maneuverable, it lacks the firepower and protection of the [[GTF Myrmidon|Myrmidon]] or [[GTF Hercules Mark II|Hercules Mark II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most players look upon this craft as inferior to any other fighter.  This could be true, but anyone who does not rely only on secondaries can use this craft pretty to good effect.  It can carry the UD-8 Kayser and its gun points are positioned for easy aiming.  You can easily hit medium-sized fighters with all four shots loosed with each pull of the trigger.  It is also very small and fast, making it a good interceptor, if you are of a kind who does not use secondaries often.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loki is consistently underrated.  Many players don&#039;t realize that the Loki is actually tougher and speedier than the [[GTF Ulysses|Ulysses]]. Gun points are also well placed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For all that the Loki&#039;s manoeuvrability is touted in this section, it is only better than the Perseus by a tiny margin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loki is a surprisingly capable interceptor.  It functions much like a slightly heavier Valkyrie.  Afterburner velocity is the second highest for anything you get to fly, and afterburner reserves are not bad either.  It is fairly durable as well, and as noted above, configuration of the gun points is comfortable. However, maximum normal velocity is too low for my tastes, and the sole secondary bank is too small.  I&#039;d prefer to take a Perseus instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This was good back in FS1, and it&#039;s still a decent ship.  It&#039;s lost some of its advantage in FS2 due to better shielding and armor on the newer fighters, but the Loki is still a force to be reckoned with in the hands of an experienced dogfighter.  It can truly be infuriating to have these swarming on you if they&#039;ve got good pilots, as it&#039;s the [[SF Dragon|Dragon]] of the GTVA, however, the AI does not effectively utilize the ship&#039;s capabilities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loki isn&#039;t as terrible craft as many people think and has only slightly weaker armor and better shields than a [[GTF Perseus|Perseus]]. It is extremely maneuverable, has a fast afterburner, and surprisingly high weapons compatibility for a recon fighter.  Due to its small missile bank and low normal speed, most take a Perseus over this if it&#039;s available, but if I&#039;m going to be packing [[GTW UD-8 Kayser|Kaysers]] or the [[GTW Prometheus S|Prometheus S]] I want something with a stronger reactor.  Surprisingly, the Loki has a better recharge rate than the Perseus.  This is what the [[GTF Myrmidon|Myrmidon]] should have been, a space superiority fighter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loki supports a surprisingly wide and powerful range of guns for its size&amp;amp;mdash;a [[GTW UD-8 Kayser|Kayser]] and a [[GTW Maxim|Maxim]] allow it some great firepower and flexibility, as you can pick off subsystems and turrets from out of a capital ship&#039;s range to support friendly capital ships (taking out beam cannons or the weapons control system is good!), or you can use two Kaysers to just &#039;&#039;annihilate&#039;&#039; any fighter that dares look down on you. Early on I generally pack two Subachs and set them to dual fire, occasionally dropping all power out of Weapons, as the Loki&#039;s capacitors can support quite a lot of Subach fire. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s also worth noting that the GTF Loki has a decent recharge rate and can support a pair of Kaysers decently well so long as you have at least some power to weapons, although the battery will drain fast otherwise. My other favorite trick is to pair this off with a GTW Maxim - use short bursts of the Maxim to disable a capital-class target&#039;s subsystems from long range, and use your Kaysers to shred enemy fighters. You&#039;ll pack enough firepower to make your otherwise overlooked scout craft into a formidable combatant thanks to its high speed!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rites_of_Passage&amp;diff=41298</id>
		<title>Rites of Passage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rites_of_Passage&amp;diff=41298"/>
		<updated>2013-01-12T14:17:32Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Derelict Campaign Walkthrough|Campaign Walkthrough]]&lt;br /&gt;
| [[The Horror in the Deep|Previous Mission]]&lt;br /&gt;
| [[The Third Man|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1 MISSION 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A main refugee flotilla from Capella is on their way to the GVI Luxor Station. Multiple wings are to commit to defense and escort operations against potential security threats.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The 212th Silver Scythes have been re-assigned to a Vasudan battle group. Capella governor Francis M&#039;Kembe is on his way with a massive convoy on their way to Luxor Station. Alpha Wing will run escort for the governor&#039;s convoy, Beta Wing will stand by in case of a high security threat, and Delta Wing will be guarding the Qualmotep, the only capital ship running defense for Luxor.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Your starting assets are Alpha Wing (4 Serapis fighters by default, recommend you change them to something else), and Delta Wing (4 Taurets). Beta Wing by default will fly Sekhmet bombers, and will be deployed if the need arises.&lt;br /&gt;
&lt;br /&gt;
A recommended loadout is the GVF Tauret with twin Mekhu HL-7s, and banks full of Hornets and/or Tornado Missiles. Or anything that can stand prolonged dogfighting. Alternately, you can steal Beta&#039;s Sekhmets and load them up with a Prometheus S and Harpoons/Tornadoes/Tempests: the Sekhmet is more manoeuvrable and tougher than a Tauret.&lt;br /&gt;
&lt;br /&gt;
The only Terran pilots are the player and Lt. Mackie (flying Alpha 2, have him cover you). Send Alpha 3 and 4 to defend the governor&#039;s shuttle when it arrives, send Delta 1 and 2 to defend the Alexis, Delta 3 and 4 to defend the Qualmotep.&lt;br /&gt;
&lt;br /&gt;
You will have quite a massive convoy arriving, they will consist of medical frigates and freighters carrying food.&lt;br /&gt;
&lt;br /&gt;
Kappa Wing (a few Myrmidons) will arrive on the scene, but their voice doesn&#039;t quite sound right. Mackie notices this, and fly close to them. They will turn hostile, so open fire on them. Then more hostile Myrmidons will show up. Evade and kill all of them. Then Luxor&#039;s fighterbay gets sabotaged, making the governor stranded (this is why you should have at least two wingmen defending him).&lt;br /&gt;
&lt;br /&gt;
When some of the Myrmidons are dealt with, two hostile Fenris cruisers and an Aeolus will jump on the scene. Any hostile stragglers will fly towards them, do NOT attempt to follow them. Use your missiles to finish them off from behind.&lt;br /&gt;
&lt;br /&gt;
The Qualmotep will fall under attack, and while it&#039;s dealing with the cruisers, multiple Artemis D.H. bombers will jump in to assault it. Destroy all the bombers. Beta Wing will be deployed by this time, and it will deal with both Fenrises. &lt;br /&gt;
&lt;br /&gt;
Multiple Perseus class fighters will join the fray, kill them too. Then an Iceni-class frigate will show up, it&#039;s on your side. It will deal with any other capital ships until they&#039;re destroyed or in the case of a hostile Deimos, will scurry out.&lt;br /&gt;
&lt;br /&gt;
After the capital ships are gone, a pirate Elysium-class transport callsign Sneak will try to dock with the governor&#039;s shuttle. Kill it as soon as you can.&lt;br /&gt;
&lt;br /&gt;
When the whole mess is done, the governor&#039;s shuttle will come into the fighterbay, and you can go in too to end the mission.&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=41295</id>
		<title>Derelict</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=41295"/>
		<updated>2013-01-12T10:55:45Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Derelict}}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=30% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Mod Info&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Derelict Campaign Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
==General Info==&lt;br /&gt;
*&#039;&#039;&#039;Original Authors:&#039;&#039;&#039; John &#039;Agatheron&#039; Crowdis, Chris &#039;Kellan&#039; Regan, Robert &#039;Dark&#039; Wild, and Rodrigo &#039;Styxx&#039; Barni.&lt;br /&gt;
*&#039;&#039;&#039;Update Author:&#039;&#039;&#039;  Blaise Russel.&lt;br /&gt;
*&#039;&#039;&#039;Missions:&#039;&#039;&#039; 45 + 1 Credits Mission&lt;br /&gt;
*&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&lt;br /&gt;
*[[GTA Cypher]]&lt;br /&gt;
*[[GTB Hydra]]&lt;br /&gt;
*[[Shivan Knossos]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original version is retail-compatible; remake requires SCP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Derelict is generally viewed as the high water mark of the retail modding era. Derelict SCP was enhanced in 2006 by a complete set of voiceovers, in addition, several of the missions have been cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Five years have passed since the jump node to the Capella system was collapsed, sealing off a massive wave of Shivan Juggernaughts from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds.&lt;br /&gt;
&lt;br /&gt;
The loss of Capella created serious economic hardship throughout the Alliance, a new Great Depression is upon us. The complete loss of the planetary resources and economic foundation of a rich world was devastating in its own right, but that is not all. Two hundred million refugees continue to walk the stars, seeking a new home. Some have settled, while others have been forced to move from place to place, hoping that the next place may welcome them with open arms.&lt;br /&gt;
&lt;br /&gt;
While the Galactic Terran-Vasudan Alliance continues to hold, the current depression has given way to political instability. Local governments rise and fall as often lunar tides, organized crime and piracy have prospered in a black market environment. It seems no one is immune. Radical voices are raising echoes not heard since the blood cries of the Neo-Terran Front. The Ghosts of the past are catching up with us.&lt;br /&gt;
&lt;br /&gt;
Since collapsing the Capella Jump Node, the recovering GTVA Fleet has spent much of its time and resources in police actions. Our own resources are taxed to the limit, and yet still we have the challenge to live up to our calling. Even so, it is alarming that there are those who are starting to take matters into their own hands.&lt;br /&gt;
&lt;br /&gt;
What happens in the political arena is not our concern today. As part of the GTVA forces, ours is to keep space safe for our citizens&lt;br /&gt;
&lt;br /&gt;
You are to take a new tour of duty with the 212th Silver Scythes squadron in the Tau Sigma cluster, a remote group of systems beyond the Altair Jump Node. These are mining colonies, and while the GTVA presence is small, it is nontheless important.&lt;br /&gt;
&lt;br /&gt;
This is not an easy assignment, pilot. You will often be working in less-than-ideal conditions, but we trust that your skill will help to bring some much needed relief to this region.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
Definitely download worthy. One of the best user-made campaign I ever played with brilliant atmosphere.&lt;br /&gt;
&lt;br /&gt;
A masterpiece of user-made campaigns. Hailed by many as one of the best. Great in-depth storyline, atmosphere and intense action.&lt;br /&gt;
&lt;br /&gt;
Renowned by many to be the best FreeSpace 2 fan-made campaign made, Derelict is definitely worth a (several) play through(s)&lt;br /&gt;
&lt;br /&gt;
I believe this campaign could easily be considered one of the best ever made. You do not believe me? Then go play it! It is a jewel, a well-polished one!&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[http://freespacemods.net/download.php?view.582 Derelict SCP FSMods Mirror]&lt;br /&gt;
*[http://nix1999.shackspace.com/ Download Site] provided by ShackSpace&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=38019.0.html Release Thread]&lt;br /&gt;
*[http://freespace.volitionwatch.com/derelict/index.shtml Derelict on Volition Watch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Element]]&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=41251</id>
		<title>Transcend</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=41251"/>
		<updated>2013-01-03T17:48:42Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Player Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039; 26th July 2005 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Ransom Arceihn &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 44 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Taristin&#039;s Kelpie&amp;lt;br&amp;gt;&lt;br /&gt;
Cobra&#039;s GTSC Plato&amp;lt;br&amp;gt;&lt;br /&gt;
Nico&#039;s Legion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SCP Required&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&#039;&#039;Lieutenant Sunder Marcel never particularly enjoyed his assignment in the Luyten patrol. The pay wasn&#039;t bad, but this far from the central systems things got a little hazy. Nestled within asteroid belts and lurking over scarcely travelled supply lanes, it seemed there was always some desperate set of renegades waiting for their day&#039;s profit to come drifting by in poorly defended transport crates. The three pilots who jumped his convoy today, however, were not interested in money.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They need his help, and they&#039;re not prepared to take no for an answer. Already it&#039;s much too late to run; the landslide of events has long since started, and even now its dire effects are beginning to take hold. Things that were once clear now have no meaning, and reality is beginning to slip ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everyone has a limit ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Author&#039;s Notes==&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; has been criticised for having a confusing or downright incomprehensible story. From the beginning of the project I wanted to make a campaign that showed rather than told the story to the player and force them to work things out for themselves, in contrast to that of &#039;&#039;[[Sync]]&#039;&#039; which had a few missions that were little more than one of the characters spouting exposition for the player&#039;s benefit. As a result the campaign would certainly not be to everyone&#039;s taste, and to be honest it was received far better than I was expecting.&lt;br /&gt;
&lt;br /&gt;
The theories that rose from the story&#039;s ambiguity were both interesting to read and pleasantly surprising. More than one got extremely close to my version of events.&lt;br /&gt;
&lt;br /&gt;
Another thing it&#039;s been criticised for is repetitive missions. I don&#039;t really have anything to say about that other than it&#039;s completely true and I&#039;m not sure what I was thinking with some of those missions, which is particularly embarrassing as Sync suffered from the same problem.&lt;br /&gt;
&lt;br /&gt;
One misconception I&#039;d like to clear up is that &#039;&#039;Transcend&#039;&#039; is not a sequel to &#039;&#039;Sync&#039;&#039;. It takes place in the same continuity, but it isn&#039;t a chapter in that storyline. It&#039;s a spin-off, in other words.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
Some references of varying significance which may or may not be of any interest to anyone.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Voran&#039;&#039;&#039; - Voran is a demo character in the MMORPG &#039;&#039;Clan Lord&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Brax&#039;&#039;&#039; - Another demo character from the same game.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Tanner&#039;&#039;&#039; - Tanner Mirabel is a character in Alastair Reynold&#039;s &#039;&#039;Chasm City&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTT Incontrovertible&#039;&#039;&#039; - A friend of mine wrote a fanfiction for David Brin&#039;s &#039;&#039;Uplift&#039;&#039; series which involved a ship by this name. I don&#039;t know if he made it up or if it&#039;s actually in Uplift.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Brice&#039;&#039;&#039; - Name of a character from the film &#039;&#039;Below&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delays===&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; was actually complete in late March. However, due to a slew of problems, specifically Taristin&#039;s Kelpie being unplayable (the game crashed when you shot at it, a complication of the 3ds max pof exporter plugin) and SCP bugs, it was delayed for four more months until everything was fixed and the campaign was released.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
&#039;&#039;Transcend has got to be one of the best FreeSpace mods I have ever played!  Really well thought out storyline and all-around great mission construction! (I&#039;m still wondering how the developer made the missions the way he did!) On the upside of the mod, Transcend really has a spooky feeling to it after the first mission (enough to the point that after I emerge from the first nebula, I was afraid of going into another nebula without wingmen or a capitol ship battle going on in the background!) and the mod is open-ended enough to keep you asking yourself questions about the story of the mod.  On the downside, though, this mod does tend to get kind of repetitive until you get to the nebula. I mean, it&#039;s like you fight through one gauntlet, and then you more or less do it again.  Other than that minor problem, this is a mod worthy of playing over and over again! 9.75 out of 10, in my books!&#039;&#039; - NFSRacer, callsign &amp;quot;Cypher&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transcend campaign is a masterpiece. The author who thought of all this is a hero. This campaign thrilled me, scared me, and entertained me. I would say it&#039;s almost a stand-alone game... The triggers are simply amazingly well done as well as every details. Fantastic, eery atmosphere and gameplay. Some parts were actually scary. If you are a fan of scary science fiction, I definitely recommended downloading and playing this campaign... And i think it&#039;s integrated in the latest SCP anyway. Good Job. ~KR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend redefined the tools for storytelling with FS2 and the types of stories that could be told. Transcend is one of the campaigns you MUST play to really understand what the SCP engine is capable of. Transcend&#039;s gameplay is mostly solid but occasionally dips, but as to telling a story...this is about as a good as anyone has done to date with the FreeSpace engine. (Even now two years later!) With a story that brings to mind for me Dean Knootz stories such as &#039;&#039;Phantoms&#039;&#039; and &#039;&#039;Dragon Tears&#039;&#039;, Transcend lives up to its name by transcending the boundaries of all previous campaigns in what can be done with FreeSpace as a medium.&#039;&#039; [[User:Ngtm1r|Ngtm1r]] 15:55, 14 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend plays almost identical to Sync, which means that if you&#039;re wanting to have fun playing a space warfare simulator, Transcend will disappoint you.  However, if you&#039;re looking for an interesting and at parts Twilight Zone-ish story, then you&#039;re going to enjoy this.  Ngtm1r&#039;s comment above is accurate--Transcend tries to tell a story with FreeSpace as a medium; not give you great gameplay.  The story telling is great in that regard.  My problem still lies with me wanting Transcend to be a game and not just a short story told by cut-scenes.&#039;&#039; --[[User:Ioustinos|Ioustinos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have to strongly disagree with some of the comments above, unfortunately. While Transcend certainly has its good moments, it consists almost entirely of boring, tedious, repetitive missions. This is made worse by the fact that you are forced to use the same craft, weaponry, and missiles the entire (extremely and overly long) campaign--a Herc II, with a bank of Subachs and a bank of the useless Prometheus R, along with a bank of Hornet missiles and another basic missile. The story is completely incoherent and nonsensical, characterization is all over the place, few of the actions of any characters involved make any sense in any way, and the story is almost completely lacking in even a basic framing reference--the genre is unclear, the intention and direction of the plot is unknown and ultimately goes nowhere, and all of the mysterious questions (of the ones that get answered at all) that pile up over the course of the extremely long, repetitive campaign are only answered in any way by--of all things--a few lines of text by a bizarre, unexpected faction that comes out of nowhere, and the answers themselves are about as cliche and nonsensical as it gets. While Transcend definitely has great potential, in its current form it is, in my experience, an absurdly long, tedious, and boring campaign that makes no sense in almost every way, and it is all made worse by the fact that you are given no choice in your craft or loadout for the entire game, with the one forced on you being both bland and poorly suited to the missions you&#039;ll have to do. Love the sparks of brilliance and isolated cases of incredible atmosphere and tone, but if you&#039;re looking for anything more than a few isolated diamonds in a pool of mud, make sure you know what you&#039;re getting into before trying to play through this entire campaign.&#039;&#039; --[[User:SaltyWaffles|SaltyWaffles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The above commenter has no idea what he is talking about. Transcend&#039;s mission design is what it is (awful), but he seems to have completely missed the point of the story. Most of the things he mentions are not lazy plotting, but a very effective way of building a sense of isolation and confusion. Despite being set mostly within the known FS2 universe, the plot, the characterisation and the setting are all slightly bizarre, and it&#039;s never explained why. The upshot of this is that in Transcend, there is no rational explanation at the end of the day: there&#039;s no reliable ally who knows what&#039;s going on, there&#039;s no-one you can turn to even as you fly through the heart of GTVA space. Whenever it promises answers or resolution or even backstory it&#039;s incomplete and hollow. &#039;&#039;That&#039;&#039; is why Transcend is great, not because of jump-scares or any particular fear, but because of the way it makes something familiar so very alien.&#039;&#039; -- [[User:Phantom Hoover|Phantom Hoover]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m with [[User:Phantom Hoover|Phantom Hoover]] on this one. Bear in mind that [[User:SaltyWaffles|SaltyWaffles]] thought Vassago&#039;s Dirge was inexplicable and confusing, rather than picking up on any of the clues that explain pretty clearly what&#039;s happening. Transcend might not be for Waffles, but unless you need an algorithmic, literal procession of events that requires only passive processing, you should absolutely find out whether Transcend is for you.&#039;&#039; [[User:General Battuta|General Battuta]] 18:26, 19 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://game-warden.com/transcend/ Official website | Game-Warden.com]&#039;&#039;&#039;&lt;br /&gt;
*[http://mods.moddb.com/4385/ Campaign profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,34098.0.html Release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.69 Campaign download, v1.2 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*[http://www.rateofinjury.com/campaigns/Transcend.rar Campaign download | Rateofinjury.com]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTGs_Enforcer&amp;diff=40913</id>
		<title>GTGs Enforcer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTGs_Enforcer&amp;diff=40913"/>
		<updated>2012-11-01T21:31:36Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */ one does not simply refer to the defiant as &amp;quot;a star trek ship&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTGS&#039;&#039;&#039;Enforcer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:gtgsenforcer.jpg]]|caption=GTGS Enforcer}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The GTGS Enforcer is the GTVA&#039;s newest heavy assault vessel.  The Enforcer is the first crossover ship to be developed featuring a heavy bomber&#039;s shield system coupled with a cruiser&#039;s armor. These gunships are effective at dispatching an array of enemy vessels: bombers, freighters, cruisers, and corvettes.  Even destroyers are vulnerable to these ships in sufficient numbers.  Utilizing state of the art rapid-fire burst-beam cannons and the heaviest ordanance invented, the Enforcer is an extremely dangerous vessel&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by MAW&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; | Cruiser&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;
| 45&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;
| 10 000&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#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 84 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 38 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 120 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Venom&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Marauder&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Harpoon]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Enforcer has primary and secondary banks as well as a number of turrets, so it&#039;s basically a huge bomber, not a small cruiser. Doesn&#039;t seem to do much with the &amp;quot;cruiser&amp;quot; flag, but it works well wih the &amp;quot;bomber&amp;quot; flag. As far as gameplay is concerned, the Enforcer has all of its weapons on its front, so it&#039;s target practice if you&#039;re behind it. Unfortunately, the release comes without glow maps and there are no thrusters set in the POF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is actually based on the USS Defiant from Star Trek: Deep Space Nine}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
http://www.freespacemods.net/download.php?view.383&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=UED_Solaris&amp;diff=40872</id>
		<title>UED Solaris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=UED_Solaris&amp;diff=40872"/>
		<updated>2012-10-23T10:58:21Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Veteran Comments */ rm inaccurate gushing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the ship class. For the lead ship of the class, see [[UED Solaris (WiH)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The be-all and end-all of the [[United Earth Federation|UEF]], the &#039;&#039;&#039;UED &#039;&#039;Solaris&#039;&#039;&#039;&#039;&#039; is the sole destroyer and carrier class of the UEF in [[Blue Planet]], as well as the largest and most powerful ship class in the entire Federation. The UEF has three of these behemoths in service, and each of them serve as mobile fortresses and a base of operations for the Federation&#039;s three fleets and their commanding officers.&lt;br /&gt;
&lt;br /&gt;
The firepower that the &#039;&#039;Solaris&#039;&#039; wields is immense: of its 67 turrets, twelve of them fire anti-warship torpedoes that can threaten even the [[GTVA]]&#039;s most powerful warships. Its anti-warship and anti-fighter armament is spread out evenly across the entire vessel, virtually eliminating any and all weak spots on the ship&#039;s frame.&lt;br /&gt;
&lt;br /&gt;
The fact that the Federation&amp;amp;mdash;and to some extent, the Ubuntu Council of Elders&amp;amp;mdash;only has three active &#039;&#039;Solaris&#039;&#039; destroyers, however, means that &#039;&#039;Solaris&#039;&#039;-class destroyers are rarely seen on the front lines of battle despite their offensive and defensive capabilities. Instead, standard UEF doctrine has it that each &#039;&#039;Solaris&#039;&#039; destroyer deploys its complement of spacecraft for virtually all operations, while the destroyer in question is kept in a holding position around the planet or installation it is stationed at. The deployment of a &#039;&#039;Solaris&#039;&#039; destroyer in battle is often only used as a last resort, when it has no additional spacecraft to assist, or if the deployment of a smaller space-faring warship such as a [[UEFg Narayana|&#039;&#039;Narayana&#039;&#039;-class frigate]] is infeasible or impossible. In addition, because each &#039;&#039;Solaris&#039;&#039; destroyer holds nearly an entire fleet of spacecraft, the destruction of any of these vessels will deal a crippling blow to the military strength and morale of the UEF and, in turn, the Council.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:UEDSolaris.png|600px]]|caption=The UED Solaris}}&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
Prior to the outbreak of the UEF-GTVA war, the Solaris class Destroyers were the most controversial pieces of military hardware in use by the Federation. They represented a massive investment of resources and manpower that, according to critics, was fundamentally unnecessary. Designed by an ad-hoc committee of the Federation&#039;s best engineering and tactical thinkers and built at Mars&#039; Bradbury Fleet Yards, these enormous warships seemed like answers to a nonexistent problem.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ships of this class in service: the Solaris under Admiral Byrne, the Eris under Admiral Netreba, and the Toutatis under Admiral Calder. They each serve as both flagships and primary strategic deterrents for their respective fleets.&lt;br /&gt;
The Solaris class&#039; primary firepower is delivered via 12 Hwacha Mk 2 missile launchers, each capable of firing up to 4 missiles before a reload cycle. Secondary armament is comprised of fast-firing mass drivers designed to kill enemy turrets, supplemented by a comprehensive suite of point defense and flak guns.&lt;br /&gt;
&lt;br /&gt;
They also carry a sizable fighter complement, befitting their role as carriers. While the Solaris destroyers themselves have barely seen combat in the war, their impact on the strategic situation is enormous, and the actions of their fighter wings are critical in the Federation&#039;s defensive efforts. Each Solaris serves as a single-handed &#039;fleet in being&#039;, deterring a crushing GTVA assault.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
This ship is derived from Esarai&#039;s Arashi concept, which was in turn inspired by the [[UEFg Karuna]] and [[FD Vexor]]. However, there are several differences between it and the first concept. The original Arashi design was flipped to provide a stronger, more grounded appearance, the turret layout was built to custom order, and the ship&#039;s maps and animations were produced by a collaborative effort between Esarai, The E and Herra Tohtori. This model is also somewhat infamous for breaking FSO at a few points, as its original iteration was too detailed for the [[pof]] model file format.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Concept based on UEFg Karuna and FD Vexor, both by &#039;&#039;&#039;Steve-O&#039;&#039;&#039;&lt;br /&gt;
* Original concept and model by &#039;&#039;&#039;Esarai&#039;&#039;&#039;&lt;br /&gt;
* Ship textures and animation by &#039;&#039;&#039;Esarai&#039;&#039;&#039;, &#039;&#039;&#039;Herra Tohtori&#039;&#039;&#039; and &#039;&#039;&#039;The E&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Named for the classic science fiction novel by Stanislaw Lem, which was notable for portraying truly unknowable aliens.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = UED &#039;&#039;Solaris&#039;&#039;&lt;br /&gt;
|type = Destroyer&lt;br /&gt;
|manufacturer = Bradbury Fleet Yards&lt;br /&gt;
|yaw_pitch_roll = 200.0, 200.0, 200.0&lt;br /&gt;
|max_velocity = 15&lt;br /&gt;
|hitpoints = 180 000&lt;br /&gt;
|length = 3496&lt;br /&gt;
|turrets = 67&lt;br /&gt;
|fighters = 16 squadrons (192 spacecraft)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;BP: WiH&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Apocalypse_(torpedo)#Apocalypse.23Solaris|Apocalypse]]&lt;br /&gt;
| 12(x4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Gattler_Turret#Gattler_Turret.23Solaris|Gattler Turret]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Burst Flak]]&lt;br /&gt;
| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Point Defense Turret]]&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: Solarisdd.jpg | The [[UED Solaris (WiH)|UED &#039;&#039;Solaris&#039;&#039;]], flagship of the First Fleet.&lt;br /&gt;
Image: ToutatisDD.png | The [[UED Toutatis|UED &#039;&#039;Toutatis&#039;&#039;]], flagship of the Jovian Rim Fleet.&lt;br /&gt;
Image: Erisdd.png | The [[UED Eris|UED &#039;&#039;Eris&#039;&#039;]], flagship of Second Fleet Mars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&#039;&#039;It&#039;s designed to be better than an old (GTA-era) Orion in every aspect, and it pulls it off with a bang. Its main armament is in its missile launchers, which routinely fire Apocalypse torpedoes, and they are designed and placed in such a way that, no matter where an enemy ship is in relation to the Solaris, it will always be in the line of fire of at least 6, most often 9 and regularly all 12 launchers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Solaris still remains vulnerable to shock-jump attacks, such as by the GTVA&#039;s [[GTD Titan|Titan]] class destroyers and [[GTCv Chimera|Chimera]] or [[GTCv Bellerophon|Bellerophon]] class corvettes. The [[GTD Raynor|Raynor]] is theoretically weaker (according to UEF analysis.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For much of War in Heaven Part 1&#039;s development cycle, the [[FD Vexor]] was used as the Solaris. It was only near the final stages of development that the decision was made to pull the Vexor out of the campaign on technical grounds and replace it with this new model.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This ship is capable of a missile barrage unlike anything else in Blue Planet; 12 launchers that fire swarms of 4 [[Apocalypse (torpedo)|Apocalypse torpedoes]] is 48 potential bombs in the air every 20 seconds. It proved more than a match for the GTD Hood, a [[GTD Hecate]] class destroyer during a direct engagment and BP canon says that the Solaris carries around 40 more strike-craft than the Hecate. Its anti-fighter defenses are comparable to GTVA warships like the [[GTCv Deimos]] and [[GTD Raynor]] but it lacks the shield piercing power of [[AAAf|AAA beams]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While an incredible ship with great capabilities, it&#039;s a case of &amp;quot;Awesome, But Impractical&amp;quot;: they are very expensive, and despite the nature of the UEF-GTVA War, none have been built--only the 3 Solarises that were built in the years prior. While boasting an impressive array of offensive and defensive armament, the ship is likely a logistical and financial nightmare to deploy--most of its weapons are munitions-based and operate on the principle of spamming as many attacks as possible, as soon as possible. Additionally, while the damage output of its weapons is fearsome, it does that damage comparatively slowly, and some of its anti-ship weapons can be easily shot down (such as its torpedoes, which are only effective because of the incredible numbers that can be rapidly deployed), thus giving the beam-centric destroyers of the GTVA an advantage in some circumstances. Thus (especially with its massive fighter complement), Solaris destroyers are fantastic for defensive roles, especially in critical and logistically-established areas, but are rather inefficient and somewhat vulnerable when on offense.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
*Download as part of the War In Heaven campaign - [http://blueplanet.hard-light.net Blue Planet Website | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;br /&gt;
[[Category:Blue Planet ships]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Procyon_Insurgency&amp;diff=40559</id>
		<title>The Procyon Insurgency</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Procyon_Insurgency&amp;diff=40559"/>
		<updated>2012-10-03T23:25:00Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=4 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PCALogo.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[The Procyon Insurgency]]&lt;br /&gt;
&lt;br /&gt;
Latest Version 1.04 (13/07/09)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{spoiler|The Procyon Insurgency}}&lt;br /&gt;
[[Image:RScreen0029.jpg|thumb|right|300px|Note that some weapons are much more powerful in this mod.]]&lt;br /&gt;
&#039;&#039;&#039;[[The Procyon Insurgency]]&#039;&#039;&#039; (PI) is a high-quality 17-mission campaign for FreeSpace 2. It is set 18 to 20 months after the end of the main FreeSpace 2 campaign, near the end of the year 2368. As a new Vasudan pilot recently recruited into the ranks of the GTVA, you are assigned to the crew of the GVD Sekham in Polaris as the Alliance attempts to eradicate the rapidly propagating Procyon Confederal Autonomy. See the storyline section for details.&lt;br /&gt;
&lt;br /&gt;
PI is mostly a no-frills campaign that emphasizes quality mission design, with fun and balanced gameplay and a complex and realistic plot. The missions have all been heavily playtested, on the order of 20 to 50 times each, and bugs should be at an absolute minimum. The campaign utilizes many new features added into the game from the FreeSpace Source Code Project and requires a fairly recent version of FS2 Open.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Released&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Release Date:&amp;lt;/b&amp;gt; 27/04/07&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mods Required:&amp;lt;/b&amp;gt; FS2 Open 3.6.9 RC7.9X &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Staff:&amp;lt;/b&amp;gt;&lt;br /&gt;
* CP5670 - Creator&lt;br /&gt;
&lt;br /&gt;
==Campaign Description==&lt;br /&gt;
&#039;&#039;Political instability and economic depression in two border systems resulted in their regional governments, led by a charismatic demagogue, declaring full independence from the GTVA in 2368. Now, a year later, a surprise incursion by this regime signals the beginning of a new war. As a new Vasudan pilot recruited into the ranks of the GTVA, you are assigned to the crew of the GVD Sekham in Polaris as the Alliance attempts to eradicate the rapidly propagating Procyon Confederal Autonomy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* 17 Missions (21 actual mission files)&lt;br /&gt;
* New Weapons and Ships&lt;br /&gt;
** [[GVB Amun Mark II]]&lt;br /&gt;
** [[AJ Akrotiri]]&lt;br /&gt;
** [[GVF Reshef]]&lt;br /&gt;
** [[PCD Saturn]]&lt;br /&gt;
** Vulcan cannon&lt;br /&gt;
** Phalanx rifle&lt;br /&gt;
** Thunder Missile&lt;br /&gt;
** Subach HL-10 and UD Kayser 2 weapons for PCA ships.&lt;br /&gt;
** Tornado2 Missile for PCA ships&lt;br /&gt;
** Various Ancient ships and weapons&lt;br /&gt;
** Procyon Confederal Autonomy ships have their GT/GV prefixes renamed to PC&lt;br /&gt;
* Additions to and reallocations of sound files, to enhance audio effects&lt;br /&gt;
* Several game balance table edits; underpowered weapons more potent, overpowered weapons (like Trebuchet) decreased in effectiveness. &lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
This is a good length high-quality campaign, with thick plot, challenging missions, and a good deal of originality. Warning, however: if you don&#039;t like replaying missions, stay on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
Great campaign, extremely well balanced (but significantly harder than Volition campaigns), well designed and original missions, compelling and involving plotline. Volition quality. One of the few campaigns anyone looking for Volition-quality campaign should do. Really a pity it is not voiced, though.  [[User:Narwhal|Narwhal]]&lt;br /&gt;
&lt;br /&gt;
This is an exceptional campaign, and one of the few that those looking for Volition quality campaign should play. It has well designed and original missions, and a compelling plotline, I especially like the new anti-fighter cannons, and how every turret (even the Terran Turret) is now an effective anti-fighter weapon. However, one thing that does bug me is that the Maxim has been neutered. (it now sprays bullets randomly if used from a distance.) It is obvious that the mission designer tried to balance this weapon out however, it would have been better if they had just decreased its range. All in all a good campaign, but I hate what they did with the Maxim. [[User:MastaRyan|MastaRyan]]&lt;br /&gt;
&lt;br /&gt;
A very decent campaign, in my opinion probably matching up with [[Derelict]]! Each mission is epic, with alot of action and drama at the same time. It is compelled with information that only an imaginative person can forge. This is one of, if not, the most exciting campaign I&#039;ve ever played, since it creams alot on mystery and suspense. Just a couple of suggestions; I kind of expected more mission chatters, and the huge warships you had to deal with in the campaign was quite difficult; however, it just adds to the thrill. If you&#039;re a newbie, I suggest fighting those vessels at a rather easy difficulty.&lt;br /&gt;
[[User:Marcov|Marcov]]&lt;br /&gt;
&lt;br /&gt;
A damn good, and legitimately challenging campaign with lengthy, 10 to 30 minute long missions (including moments when I wanted to throw my joystick to the screeen) to say the least. Despite the lack of voice acting, almost every mission feels very immersive like &#039;&#039;Half-Life&#039;&#039;. Plot twists and turns add to the completely unexpected factor. Just a word of advice: be familiar with Vasudan craft (as in play through the Vasudan segment of FS2 at least twice on Medium, and maybe once on Hard), because even on Easy and above, expect to die a lot. My only complaint is how the original FS2 weapons were handled (Kayser revision looking like Lamprey shots? *barf*). - [[User:Black_Yoshi1230|Black Yoshi]]&lt;br /&gt;
&lt;br /&gt;
I feel like the above comments are underplaying the &amp;quot;challenge&amp;quot;. If you don&#039;t enjoy repeatedly replaying long missions because you died or failed this really just isn&#039;t the campaign for you, and don&#039;t let others sneer at you because &amp;quot;it&#039;s easy you just suck&amp;quot;. [[User:Phantom Hoover|Phantom Hoover]] 23:25, 3 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*[http://pi.hard-light.net/walk.htm Official website | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.moddb.com/mods/the-procyon-insurgency Campaign profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,46817.0.html Release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*[http://pi.hard-light.net/dl.htm Campaign download | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.118 Campaign download, version v1.03 | FreeSpaceMods.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVC_Newet&amp;diff=40238</id>
		<title>GVC Newet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVC_Newet&amp;diff=40238"/>
		<updated>2012-09-14T21:09:20Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Tech Room Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GVC &#039;&#039;&#039;Newet&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:newetNEW.jpg|480px]]|caption=GVC Newet}}&lt;br /&gt;
[[Image:HTLNewetWiki.jpg|thumb|right|480px|The HTL Newet.]]&lt;br /&gt;
&lt;br /&gt;
The Newet is a Vasudan cruiser designed by Oddgrim. Originally released in August 2007, Oddgrim redesigned and upgraded the Newet in September 2012. Although primarily a [[HTL]] type high-poly upgrade, the new Newet also changed elements such as turret count and tabling.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The Newet class saw its beginnings shortly after the outbreak of the NTF Rebellion in 2366, impressed by the combat effectiveness of the GVC Aeolus class in the conflict and reconzing the need for a compact flak platform equivalent, Vasudan Command comissoned Akheton Corporation and RNI Shipyards to construct a cruiser of simlar function. RNI would supply the weapons systems and their signature smoothbarreled Slug Flak cannon platforms. While Akheton would be resposible for proving the main design and construction.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Original Model and HTL Upgrade by &#039;&#039;&#039;Oddgrim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Original===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = &#039;&#039;GVC Newet&#039;&#039;&lt;br /&gt;
|type = Cruiser&lt;br /&gt;
|manufacturer = Unknown&lt;br /&gt;
|max_velocity = 35&lt;br /&gt;
|hitpoints = 38000&lt;br /&gt;
|length = 410&lt;br /&gt;
|width = 158&lt;br /&gt;
|height = 75&lt;br /&gt;
|turrets = 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===HTL Remake===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = &#039;&#039;GVC Newet&#039;&#039;&lt;br /&gt;
|type = Cruiser&lt;br /&gt;
|manufacturer = Akheton Corporation and RNI Shipyards&lt;br /&gt;
|max_velocity = 35&lt;br /&gt;
|hitpoints = 45000&lt;br /&gt;
|length = 406&lt;br /&gt;
|width = 166&lt;br /&gt;
|height = 82&lt;br /&gt;
|turrets = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armaments==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Original Model&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#1b0e0e;&amp;quot;| &#039;&#039;&#039;HTL Remake&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Number&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Number&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SVas]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[SVas]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 4&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 5&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Original - http://www.freespacemods.net/download.php?view.154&lt;br /&gt;
*HTL Remake - http://www.mediafire.com/?k44dh282it9k1qq&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=40013</id>
		<title>Transcend</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=40013"/>
		<updated>2012-09-11T02:24:14Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Player Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039; 26th July 2005 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Ransom Arceihn &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 44 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Taristin&#039;s Kelpie&amp;lt;br&amp;gt;&lt;br /&gt;
Cobra&#039;s GTSC Plato&amp;lt;br&amp;gt;&lt;br /&gt;
Nico&#039;s Legion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SCP Required&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&#039;&#039;Lieutenant Sunder Marcel never particularly enjoyed his assignment in the Luyten patrol. The pay wasn&#039;t bad, but this far from the central systems things got a little hazy. Nestled within asteroid belts and lurking over scarcely travelled supply lanes, it seemed there was always some desperate set of renegades waiting for their day&#039;s profit to come drifting by in poorly defended transport crates. The three pilots who jumped his convoy today, however, were not interested in money.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They need his help, and they&#039;re not prepared to take no for an answer. Already it&#039;s much too late to run; the landslide of events has long since started, and even now its dire effects are beginning to take hold. Things that were once clear now have no meaning, and reality is beginning to slip ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everyone has a limit ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Author&#039;s Notes==&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; has been criticised for having a confusing or downright incomprehensible story. From the beginning of the project I wanted to make a campaign that showed rather than told the story to the player and force them to work things out for themselves, in contrast to that of &#039;&#039;[[Sync]]&#039;&#039; which had a few missions that were little more than one of the characters spouting exposition for the player&#039;s benefit. As a result the campaign would certainly not be to everyone&#039;s taste, and to be honest it was received far better than I was expecting.&lt;br /&gt;
&lt;br /&gt;
The theories that rose from the story&#039;s ambiguity were both interesting to read and pleasantly surprising. More than one got extremely close to my version of events.&lt;br /&gt;
&lt;br /&gt;
Another thing it&#039;s been criticised for is repetitive missions. I don&#039;t really have anything to say about that other than it&#039;s completely true and I&#039;m not sure what I was thinking with some of those missions, which is particularly embarrassing as Sync suffered from the same problem.&lt;br /&gt;
&lt;br /&gt;
One misconception I&#039;d like to clear up is that &#039;&#039;Transcend&#039;&#039; is not a sequel to &#039;&#039;Sync&#039;&#039;. It takes place in the same continuity, but it isn&#039;t a chapter in that storyline. It&#039;s a spin-off, in other words.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
Some references of varying significance which may or may not be of any interest to anyone.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Voran&#039;&#039;&#039; - Voran is a demo character in the MMORPG &#039;&#039;Clan Lord&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Brax&#039;&#039;&#039; - Another demo character from the same game.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Tanner&#039;&#039;&#039; - Tanner Mirabel is a character in Alastair Reynold&#039;s &#039;&#039;Chasm City&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTT Incontrovertible&#039;&#039;&#039; - A friend of mine wrote a fanfiction for David Brin&#039;s &#039;&#039;Uplift&#039;&#039; series which involved a ship by this name. I don&#039;t know if he made it up or if it&#039;s actually in Uplift.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Brice&#039;&#039;&#039; - Name of a character from the film &#039;&#039;Below&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delays===&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; was actually complete in late March. However, due to a slew of problems, specifically Taristin&#039;s Kelpie being unplayable (the game crashed when you shot at it, a complication of the 3ds max pof exporter plugin) and SCP bugs, it was delayed for four more months until everything was fixed and the campaign was released.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
&#039;&#039;Transcend has got to be one of the best FreeSpace mods I have ever played!  Really well thought out storyline and all-around great mission construction! (I&#039;m still wondering how the developer made the missions the way he did!) On the upside of the mod, Transcend really has a spooky feeling to it after the first mission (enough to the point that after I emerge from the first nebula, I was afraid of going into another nebula without wingmen or a capitol ship battle going on in the background!) and the mod is open-ended enough to keep you asking yourself questions about the story of the mod.  On the downside, though, this mod does tend to get kind of repetitive until you get to the nebula. I mean, it&#039;s like you fight through one gauntlet, and then you more or less do it again.  Other than that minor problem, this is a mod worthy of playing over and over again! 9.75 out of 10, in my books!&#039;&#039; - NFSRacer, callsign &amp;quot;Cypher&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transcend campaign is a masterpiece. The author who thought of all this is a hero. This campaign thrilled me, scared me, and entertained me. I would say it&#039;s almost a stand-alone game... The triggers are simply amazingly well done as well as every details. Fantastic, eery atmosphere and gameplay. Some parts were actually scary. If you are a fan of scary science fiction, I definitely recommended downloading and playing this campaign... And i think it&#039;s integrated in the latest SCP anyway. Good Job. ~KR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend redefined the tools for storytelling with FS2 and the types of stories that could be told. Transcend is one of the campaigns you MUST play to really understand what the SCP engine is capable of. Transcend&#039;s gameplay is mostly solid but occasionally dips, but as to telling a story...this is about as a good as anyone has done to date with the FreeSpace engine. (Even now two years later!) With a story that brings to mind for me Dean Knootz stories such as &#039;&#039;Phantoms&#039;&#039; and &#039;&#039;Dragon Tears&#039;&#039;, Transcend lives up to its name by transcending the boundaries of all previous campaigns in what can be done with FreeSpace as a medium.&#039;&#039; [[User:Ngtm1r|Ngtm1r]] 15:55, 14 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend plays almost identical to Sync, which means that if you&#039;re wanting to have fun playing a space warfare simulator, Transcend will disappoint you.  However, if you&#039;re looking for an interesting and at parts Twilight Zone-ish story, then you&#039;re going to enjoy this.  Ngtm1r&#039;s comment above is accurate--Transcend tries to tell a story with FreeSpace as a medium; not give you great gameplay.  The story telling is great in that regard.  My problem still lies with me wanting Transcend to be a game and not just a short story told by cut-scenes.&#039;&#039; --[[User:Ioustinos|Ioustinos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have to strongly disagree with some of the comments above, unfortunately. While Transcend certainly has its good moments, it consists almost entirely of boring, tedious, repetitive missions. This is made worse by the fact that you are forced to use the same craft, weaponry, and missiles the entire (extremely and overly long) campaign--a Herc II, with a bank of Subachs and a bank of the useless Prometheus R, along with a bank of Hornet missiles and another basic missile. The story is completely incoherent and nonsensical, characterization is all over the place, few of the actions of any characters involved make any sense in any way, and the story is almost completely lacking in even a basic framing reference--the genre is unclear, the intention and direction of the plot is unknown and ultimately goes nowhere, and all of the mysterious questions (of the ones that get answered at all) that pile up over the course of the extremely long, repetitive campaign are only answered in any way by--of all things--a few lines of text by a bizarre, unexpected faction that comes out of nowhere, and the answers themselves are about as cliche and nonsensical as it gets. While Transcend definitely has great potential, in its current form it is, in my experience, an absurdly long, tedious, and boring campaign that makes no sense in almost every way, and it is all made worse by the fact that you are given no choice in your craft or loadout for the entire game, with the one forced on you being both bland and poorly suited to the missions you&#039;ll have to do. Love the sparks of brilliance and isolated cases of incredible atmosphere and tone, but if you&#039;re looking for anything more than a few isolated diamonds in a pool of mud, make sure you know what you&#039;re getting into before trying to play through this entire campaign.&#039;&#039; --[[User:SaltyWaffles|SaltyWaffles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The above commenter has no idea what he is talking about. Transcend&#039;s mission design is what it is (awful), but he seems to have completely missed the point of the story. Most of the things he mentions are not lazy plotting, but a very effective way of building a sense of isolation and confusion. Despite being set mostly within the known FS2 universe, the plot, the characterisation and the setting are all slightly bizarre, and it&#039;s never explained why. The upshot of this is that in Transcend, there is no rational explanation at the end of the day: there&#039;s no reliable ally who knows what&#039;s going on, there&#039;s no-one you can turn to even as you fly through the heart of GTVA space. Whenever it promises answers or resolution or even backstory it&#039;s incomplete and hollow. &#039;&#039;That&#039;&#039; is why Transcend is great, not because of jump-scares or any particular fear, but because of the way it makes something familiar so very alien. Not that the mission design is any good, you&#039;re probably better off turning on cheats and abusing time accelerate or something.&#039;&#039; -- [[User:Phantom Hoover|Phantom Hoover]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://game-warden.com/transcend/ Official website | Game-Warden.com]&#039;&#039;&#039;&lt;br /&gt;
*[http://mods.moddb.com/4385/ Campaign profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,34098.0.html Release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.69 Campaign download, v1.2 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*[http://www.rateofinjury.com/campaigns/Transcend.rar Campaign download | Rateofinjury.com]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=40012</id>
		<title>Transcend</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Transcend&amp;diff=40012"/>
		<updated>2012-09-11T02:18:22Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Player Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Info==&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039; 26th July 2005 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Ransom Arceihn &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 44 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Taristin&#039;s Kelpie&amp;lt;br&amp;gt;&lt;br /&gt;
Cobra&#039;s GTSC Plato&amp;lt;br&amp;gt;&lt;br /&gt;
Nico&#039;s Legion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SCP Required&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&#039;&#039;Lieutenant Sunder Marcel never particularly enjoyed his assignment in the Luyten patrol. The pay wasn&#039;t bad, but this far from the central systems things got a little hazy. Nestled within asteroid belts and lurking over scarcely travelled supply lanes, it seemed there was always some desperate set of renegades waiting for their day&#039;s profit to come drifting by in poorly defended transport crates. The three pilots who jumped his convoy today, however, were not interested in money.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They need his help, and they&#039;re not prepared to take no for an answer. Already it&#039;s much too late to run; the landslide of events has long since started, and even now its dire effects are beginning to take hold. Things that were once clear now have no meaning, and reality is beginning to slip ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everyone has a limit ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Author&#039;s Notes==&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; has been criticised for having a confusing or downright incomprehensible story. From the beginning of the project I wanted to make a campaign that showed rather than told the story to the player and force them to work things out for themselves, in contrast to that of &#039;&#039;[[Sync]]&#039;&#039; which had a few missions that were little more than one of the characters spouting exposition for the player&#039;s benefit. As a result the campaign would certainly not be to everyone&#039;s taste, and to be honest it was received far better than I was expecting.&lt;br /&gt;
&lt;br /&gt;
The theories that rose from the story&#039;s ambiguity were both interesting to read and pleasantly surprising. More than one got extremely close to my version of events.&lt;br /&gt;
&lt;br /&gt;
Another thing it&#039;s been criticised for is repetitive missions. I don&#039;t really have anything to say about that other than it&#039;s completely true and I&#039;m not sure what I was thinking with some of those missions, which is particularly embarrassing as Sync suffered from the same problem.&lt;br /&gt;
&lt;br /&gt;
One misconception I&#039;d like to clear up is that &#039;&#039;Transcend&#039;&#039; is not a sequel to &#039;&#039;Sync&#039;&#039;. It takes place in the same continuity, but it isn&#039;t a chapter in that storyline. It&#039;s a spin-off, in other words.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
Some references of varying significance which may or may not be of any interest to anyone.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Voran&#039;&#039;&#039; - Voran is a demo character in the MMORPG &#039;&#039;Clan Lord&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTD Brax&#039;&#039;&#039; - Another demo character from the same game.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Tanner&#039;&#039;&#039; - Tanner Mirabel is a character in Alastair Reynold&#039;s &#039;&#039;Chasm City&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTT Incontrovertible&#039;&#039;&#039; - A friend of mine wrote a fanfiction for David Brin&#039;s &#039;&#039;Uplift&#039;&#039; series which involved a ship by this name. I don&#039;t know if he made it up or if it&#039;s actually in Uplift.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GTC Brice&#039;&#039;&#039; - Name of a character from the film &#039;&#039;Below&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delays===&lt;br /&gt;
&#039;&#039;Transcend&#039;&#039; was actually complete in late March. However, due to a slew of problems, specifically Taristin&#039;s Kelpie being unplayable (the game crashed when you shot at it, a complication of the 3ds max pof exporter plugin) and SCP bugs, it was delayed for four more months until everything was fixed and the campaign was released.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
&#039;&#039;Transcend has got to be one of the best FreeSpace mods I have ever played!  Really well thought out storyline and all-around great mission construction! (I&#039;m still wondering how the developer made the missions the way he did!) On the upside of the mod, Transcend really has a spooky feeling to it after the first mission (enough to the point that after I emerge from the first nebula, I was afraid of going into another nebula without wingmen or a capitol ship battle going on in the background!) and the mod is open-ended enough to keep you asking yourself questions about the story of the mod.  On the downside, though, this mod does tend to get kind of repetitive until you get to the nebula. I mean, it&#039;s like you fight through one gauntlet, and then you more or less do it again.  Other than that minor problem, this is a mod worthy of playing over and over again! 9.75 out of 10, in my books!&#039;&#039; - NFSRacer, callsign &amp;quot;Cypher&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The transcend campaign is a masterpiece. The author who thought of all this is a hero. This campaign thrilled me, scared me, and entertained me. I would say it&#039;s almost a stand-alone game... The triggers are simply amazingly well done as well as every details. Fantastic, eery atmosphere and gameplay. Some parts were actually scary. If you are a fan of scary science fiction, I definitely recommended downloading and playing this campaign... And i think it&#039;s integrated in the latest SCP anyway. Good Job. ~KR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend redefined the tools for storytelling with FS2 and the types of stories that could be told. Transcend is one of the campaigns you MUST play to really understand what the SCP engine is capable of. Transcend&#039;s gameplay is mostly solid but occasionally dips, but as to telling a story...this is about as a good as anyone has done to date with the FreeSpace engine. (Even now two years later!) With a story that brings to mind for me Dean Knootz stories such as &#039;&#039;Phantoms&#039;&#039; and &#039;&#039;Dragon Tears&#039;&#039;, Transcend lives up to its name by transcending the boundaries of all previous campaigns in what can be done with FreeSpace as a medium.&#039;&#039; [[User:Ngtm1r|Ngtm1r]] 15:55, 14 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transcend plays almost identical to Sync, which means that if you&#039;re wanting to have fun playing a space warfare simulator, Transcend will disappoint you.  However, if you&#039;re looking for an interesting and at parts Twilight Zone-ish story, then you&#039;re going to enjoy this.  Ngtm1r&#039;s comment above is accurate--Transcend tries to tell a story with FreeSpace as a medium; not give you great gameplay.  The story telling is great in that regard.  My problem still lies with me wanting Transcend to be a game and not just a short story told by cut-scenes.&#039;&#039; --[[User:Ioustinos|Ioustinos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have to strongly disagree with some of the comments above, unfortunately. While Transcend certainly has its good moments, it consists almost entirely of boring, tedious, repetitive missions. This is made worse by the fact that you are forced to use the same craft, weaponry, and missiles the entire (extremely and overly long) campaign--a Herc II, with a bank of Subachs and a bank of the useless Prometheus R, along with a bank of Hornet missiles and another basic missile. The story is completely incoherent and nonsensical, characterization is all over the place, few of the actions of any characters involved make any sense in any way, and the story is almost completely lacking in even a basic framing reference--the genre is unclear, the intention and direction of the plot is unknown and ultimately goes nowhere, and all of the mysterious questions (of the ones that get answered at all) that pile up over the course of the extremely long, repetitive campaign are only answered in any way by--of all things--a few lines of text by a bizarre, unexpected faction that comes out of nowhere, and the answers themselves are about as cliche and nonsensical as it gets. While Transcend definitely has great potential, in its current form it is, in my experience, an absurdly long, tedious, and boring campaign that makes no sense in almost every way, and it is all made worse by the fact that you are given no choice in your craft or loadout for the entire game, with the one forced on you being both bland and poorly suited to the missions you&#039;ll have to do. Love the sparks of brilliance and isolated cases of incredible atmosphere and tone, but if you&#039;re looking for anything more than a few isolated diamonds in a pool of mud, make sure you know what you&#039;re getting into before trying to play through this entire campaign.&#039;&#039; --[[User:SaltyWaffles|SaltyWaffles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The above commenter has no idea what he is talking about. Transcend&#039;s mission design is what it is (awful), but he seems to have completely missed the point of the story. Most of the things he mentions are not lazy plotting, but a very effective way of building a sense of isolation and confusion. The plot, the characterisation, the setting; all are slightly bizarre, and it&#039;s never explained why. The upshot of this is that in Transcend, there is no rational explanation at the end of the day: there&#039;s no reliable ally who knows what&#039;s going on, there&#039;s no-one you can turn to even as you fly through the heart of GTVA space. Whenever it promises answers or resolution or even backstory it&#039;s incomplete and hollow. &#039;&#039;That&#039;&#039; is why Transcend is great, not because of jump-scares or any particular fear, but because of the way it makes something familiar so very alien. Not that the mission design is any good, you&#039;re probably better off turning on cheats and abusing time accelerate or something.&#039;&#039; -- [[User:Phantom Hoover|Phantom Hoover]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://game-warden.com/transcend/ Official website | Game-Warden.com]&#039;&#039;&#039;&lt;br /&gt;
*[http://mods.moddb.com/4385/ Campaign profile | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,34098.0.html Release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.69 Campaign download, v1.2 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*[http://www.rateofinjury.com/campaigns/Transcend.rar Campaign download | Rateofinjury.com]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TerPulse&amp;diff=40004</id>
		<title>TerPulse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TerPulse&amp;diff=40004"/>
		<updated>2012-09-10T13:22:23Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Blue Planet Tech Room Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The &#039;&#039;&#039;Morgan Technologies Type 1 &#039;&#039;Hellstar&#039;&#039; Pulse Cannon&#039;&#039;&#039;, also known as the &#039;&#039;&#039;TerPulse&#039;&#039;&#039;, is a warship pulse cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The &#039;&#039;Hellstar&#039;&#039; is the successor to the venerable [[Terran Turret|&#039;&#039;Houndtooth&#039;&#039; Terran Turret]] and the result of an investment by [[Morgan Technologies]] into Sahr Corporation&#039;s weapons research. The &#039;&#039;Hellstar&#039;&#039; improves greatly upon the &#039;&#039;Houndtooth&#039;&#039; with its effective range of 2.4 kilometres, vastly increased projectile speed and refire rate, as well as moderately high shield and hull damage values. It is used in the [[GTVA]] as a tertiary weapon on warships developed after the [[Second Shivan Incursion]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Using funding from the Threat Exigency Initiative, Morgan Technologies invested heavily into Sahr Corporation research on concatenated magnetic bottles. Ten years after Capella, this investment produced the pulse cannon, a radical improvement over older weapons like the Houndtooth. With vastly enhanced range and velocity, the Hellstar Pulse Cannon fires heavy plasma pulses out to 2.4 kilometers, giving modern warships - including the Raynor-class destroyer - a third heavy weapons system to complement beam weapons and torpedoes. Potent against both shields and hull, the Type 1 Hellstar can smash fighters in a few hits and deal serious damage to warship targets. Sahr Corporation scientists are still attempting to lock down the magnetic bubble to improve the weapon&#039;s accuracy.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|2400|2|1200|175|1.3x|227.5|1.0x|175|0.3x|52.5}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon projectile generates particles [[Weapons.tbl#.22Particle_Spew.22|(Particle Spew)]]&lt;br /&gt;
*Weapon fires into a firing cone instead of direct firing line thus causing light inaccuracy. [[Weapons.tbl#.24FOF:|(FOF)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The field of fire on this weapon is such that although it has a maximum range of 2.4 kilometers, beyond its effective range of about 1000 meters the majority of the shots will fly harmlessly by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...unless you&#039;re a capital ship, in which case most of the shots will hit, dealing sustained damage greater than many beam cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At maximum range, this weapon will hit within a radius of 31.4 meters of its intended target, making it very dangerous to even fighters with larger profiles like the [[UEF Uriel]]. It will usually miss smaller fighters, but don&#039;t count on it, and even a couple of impacts from this are devastating to fighters. It&#039;s essentially a drop-in replacement for [[Heavy Flak]] on the new GTVA ships in BP, but with the added bonus of doing more damage to strike craft and significant damage to warships.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Silent_Threat&amp;diff=40003</id>
		<title>Silent Threat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Silent_Threat&amp;diff=40003"/>
		<updated>2012-09-10T12:49:42Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* Other Resources */ Tidy sentence, switch that ever-so-close use of &amp;#039;ostensibly&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Silent Threat&#039;&#039;&#039;&#039;&#039; is an official expansion pack for [[Portal:FreeSpace 1|FreeSpace 1]]. Its major component is a new campaign documenting the [[Hades Rebellion]], which introduces several new ships and weapons as well as new command briefings. It is also notable in that it includes dozens of fan-created missions. &#039;&#039;Silent Threat&#039;&#039; was released on the second of October, 1998.&lt;br /&gt;
&lt;br /&gt;
==Official Description==&lt;br /&gt;
&amp;quot;As the Great War rages on, you&#039;ve been commissioned by the GTI (Galactic Terran Intelligence) for special intelligence operations. In a matter of National Security, you&#039;ve been asked to go behind enemy lines in order to preserve the fragile space treaty. Is the GTI setting you up or are the Shivans spreading their evil rage?&amp;quot;&lt;br /&gt;
*Over 40 new missions created by both the developer and fans. &lt;br /&gt;
*2 new playable ships join your squadron of 40 stunningly realistic, richly detailed craft. &lt;br /&gt;
*2 new primary weapons and 2 new secondary weapons are now at your disposal to trash the sky with enemy debris. &lt;br /&gt;
*A new enemy capital ship has emerged and is poised to challenge the greatest fighters in space. &lt;br /&gt;
*The multiplayer chaos continues with up to 12 players over the Internet.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==New Ships and Weapons==&lt;br /&gt;
===Player-Flyable Ships===&lt;br /&gt;
*[[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]] - Reconnaisance fighter used by the GTI.&lt;br /&gt;
*[[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]] - New strike bomber to replace the [[GTB Athena|GTB &#039;&#039;Athena&#039;&#039;]].&lt;br /&gt;
===Non Player-Flyable Ships===&lt;br /&gt;
*[[GTD Hades|GTD &#039;&#039;Hades&#039;&#039;]] - Flagship of the GTI Fleet, developed with technology from the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]].&lt;br /&gt;
*[[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]] - Extremely powerful Shivan bomber.&lt;br /&gt;
===Weapons===&lt;br /&gt;
*[[GTW Leech Cannon|GTW-43 Leech Cannon]] - Energy draining primary weapon.&lt;br /&gt;
*[[GTW Shield Breaker|GTW-51 Shield Breaker]] - Primary weapon designed solely to defeat shields.&lt;br /&gt;
*[[GTM Cluster Bomb|GTM-86 Cluster Bomb]] - Second-generation cluster missile.&lt;br /&gt;
*[[GTM EM Pulse|GTM-11 EM Pulse]] - Electronic warfare missile capable of temporarily disabling enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
==Campaign/Mission Briefings==&lt;br /&gt;
*Compiled by Eishtmo, [[Silent Threat Campaign Briefings]]&lt;br /&gt;
&lt;br /&gt;
==Fan-Created Missions==&lt;br /&gt;
Over half of the missions included with &#039;&#039;Silent Threat&#039;&#039; were created by fans who participated in the Silent Threat Mission Design Contest. The contest was won by The Destiny of Peace in the single player category and Full T-V battle in the multiplayer category. Most of the missions were available as free, downloadable content on Interplay&#039;s now-defunct FTP server. In fact, only Deception, Into the Fire, Order of the Eye, and Virginia&#039;s Run were exclusive to Silent Threat. A list of the missions chosen for &#039;&#039;Silent Threat&#039;&#039; and their respective designers follows:&lt;br /&gt;
*Asteroid Onslaught - Danny Craig Defrancis &lt;br /&gt;
*Black Knight - Michael M. Solyom &lt;br /&gt;
*Crippler - Christopher Douglas Haskett &lt;br /&gt;
*Cutting the Supply Line - Peter Drake &lt;br /&gt;
*Dead in the Water - Christopher James Bagwell &lt;br /&gt;
*Deception - Brian Wheeler &lt;br /&gt;
*[[The Destiny of Peace]] 1-7 - Justin Mills &lt;br /&gt;
*Fortress - Christopher Douglas Haskett &lt;br /&gt;
*Full T-V Battle - Jason Attard &lt;br /&gt;
*The Great Escape - Adam Rorabaugh &lt;br /&gt;
*The GTI Shadow - Justin Raynard &lt;br /&gt;
*Hunted - Dan J. Raymond &lt;br /&gt;
*Into the Fire - Colin &amp;quot;IceFire&amp;quot; Czerneda &lt;br /&gt;
*Loner - Rob Munro &lt;br /&gt;
*The Manhattan Project - Justin Mills &lt;br /&gt;
*The Master of Illusion - Ryan Glasnapp &lt;br /&gt;
*Order of the Eye - Peter Drake &lt;br /&gt;
*Powerball Arena - Victor &amp;quot;DrDooM&amp;quot; Shin &lt;br /&gt;
*Red Herring - Matt Sparling &lt;br /&gt;
*Roadkill - Matt Finnerty &lt;br /&gt;
*The Sands of Normandy - Nathan &amp;quot;Dynamo&amp;quot; Hoying &lt;br /&gt;
*Shadows - Brad Crawford &lt;br /&gt;
*Supplies! Supplies! - Jeff Montgomery &lt;br /&gt;
*Surprise - Eser Guven &lt;br /&gt;
*Survivors - Colin &amp;quot;IceFire&amp;quot; Czerneda &lt;br /&gt;
*Test of Honor - Brad Crawford &lt;br /&gt;
*Virginia&#039;s Run - Christopher Vann Cox&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
Since the main &#039;&#039;Silent Threat&#039;&#039; campaign received extensive criticism and is viewed as somewhat weak, in both storyline and execution, a fan-created extension of the main campaign was released: &#039;&#039;[[Silent Threat: Reborn]]&#039;&#039;. The campaign is an attempt to create a campaign without the shortcomings of the official one, namely plotholes and badly-scripted missions. This campaign is already available.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
Much has been said about the campaign&#039;s defects. Yes, there is an Orion simply called &amp;quot;GTD&amp;quot; here (and it&#039;s furthermore referred to as a &amp;quot;cruiser&amp;quot;). Yes, there are no return to base directives anywhere, and all the targets are stationary and spew out an unlimited number of enemy fighters. Yes, there&#039;s not much dialog in the campaign, but there&#039;s something wonderful in the way the original ST is done: Playing on a sufficiently low difficulty level, there&#039;s nothing you need to worry about. ST requires no precognitive abilities to complete its missions, unlike its fan-made remade: There will be no EMP shockwaves that will render you incapacited because you did not jump out in a window of 5 seconds after killing everything. There will be no 15-minute-long missions that you will likely lose in the 14th minute. It&#039;s all about blowing up everything that gets in your way, sometimes while protecting something. These escort missions are just okay: there will be no single Zeus bomber that jumps in 8 kilometers away from you and, in 30 seconds, destroy the superpowerful space station you have been so ardently defending from an overwhelming enemy force. You will score a lot of kills in this campaign, and you may even single-handedly take on cruisers while your wingmen draw away hostile fighters&#039; fire. Yes, the last mission is what it is: garbage, but then again, just play on a relaxing difficulty level, and you won&#039;t have a problem. - [[User:TopAce|TopAce]] 16:15, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;br /&gt;
[[Category:Silent Threat Campaign|*]]&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=40002</id>
		<title>GTW Maxim</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Maxim&amp;diff=40002"/>
		<updated>2012-09-10T12:35:38Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: /* 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, but if you fly in third person mode, your screen doesn&#039;t shake. 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;
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 Morning Star, 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 with a 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;
&lt;br /&gt;
Capable of bomb interception, cruiser killing, subsystem disabling, and fighter/bomber killing (when paired with the Kayser or Circe), the Maxim is one of the best weapons in the game, aside from the high energy usage of almost all late-FS2 guns.&lt;br /&gt;
&lt;br /&gt;
You can circumvent the shudder effect almost completely by switching to 3rd person view (the * key on the numpad) when firing it.&lt;br /&gt;
&lt;br /&gt;
The Maxim is described in the techroom and when first introduced by Petrarch as &amp;quot;by definition an energy weapon, though it behaves like a high-velocity mass-driver cannon&amp;quot;; this appears to be the result of some confusion on the part of whoever wrote the description, as the Maxim behaves like an energy weapon (shooting glowy blue projectiles and eating through your ship&#039;s energy) but is by definition a mass driver (it accelerates uranium slugs, after all).&lt;br /&gt;
&lt;br /&gt;
The Maxim also has tremendous potential for cost-effective and potent ship-killing and disabling when used in place of bombs. Here are some basic calculations on the damage output:&lt;br /&gt;
Range: 3.5 km&lt;br /&gt;
Base/armor damage: 26&lt;br /&gt;
RoF: 6.67 /sec&lt;br /&gt;
DPS: 173.42&lt;br /&gt;
*2: 346.84 /sec&lt;br /&gt;
*4: 693.68 /sec&lt;br /&gt;
*8: 1387.36 /sec&lt;br /&gt;
*12: 2081.04 /sec&lt;br /&gt;
*16: 2774.4 /sec&lt;br /&gt;
*18: 3121.56 /sec&lt;br /&gt;
*20: 3468.4 /sec &lt;br /&gt;
&lt;br /&gt;
For reference, the massive Helios bombs do about 6800 damage each, but are vastly more difficult and costly to deploy (limited range, long lock-on time, slow and large projectile--meaning easy to intercept, and few platforms capable of launching them in the first place (basically only heavier bombers)). Eight Maxim cannons could do as much damage as one Helios warhead in about 5-6 seconds...from a range of 3.5 kilometers, with no possibility of it being intercepted. A heavy strike craft designed around this concept could vastly outperform even Ursa bombers fitted with Helios bombs with only a fraction of the risk and cost, as well as being more time- and resource-efficient. Mount 4 of these on an Ares and you can dish out 693 damage per second from 3.5 kilometers away, while still being free to use loads of Trebuchets or Tornadoes for anything else you want. An Ares could even mount 6 of them at once.&lt;br /&gt;
&lt;br /&gt;
There are, however, two limitations to this: energy usage and lack of effectiveness against shields. The former means that even a medium bomber would not be able to sustain fire with 8 or more Maxim cannons for that long, though this could be plausibly addressed by a new/modified design that replaces larger secondary capacity for more power generation. The latter means that any heavy strike craft fitted with only Maxims would be rather reliant on an escort more suited for anti-fighter roles. That said, 8 Maxims can still effectively take on shielded craft with a sustained burst. &lt;br /&gt;
}}&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>Phantom Hoover</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hail_Mary...&amp;diff=38514</id>
		<title>Hail Mary...</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hail_Mary...&amp;diff=38514"/>
		<updated>2012-05-22T13:36:07Z</updated>

		<summary type="html">&lt;p&gt;Phantom Hoover: Argentum, as in the Latin for silver, not Argentine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This mission forces you on a fixed loadout on a Hydra, thankfully you are loaded with 40 Tornadoes, 9 Trebuchets and 5 Cyclops Torpedoes, with the rest of Alpha Wing (which are invincible).&lt;br /&gt;
&lt;br /&gt;
Your first priority is to defend the Cypher while it egresses. If you&#039;re on Easy, you only have to focus on bombers. Tell Alpha Wing to cover you, and let Beta, Delta, and Epsilon Wings defend the Cypher, which will basically destroy any other capital ships in its range.&lt;br /&gt;
&lt;br /&gt;
As long as you have sufficient fighters defending the Cypher, you can basically bypass most of the fighters and focus on destroying the Nyaralathothep&#039;s rear Beam Cannon (use your Trebuchets for this, it takes about three or four). The Liliths are your primary concern. Send two of Alpha Wing to take out the other Lilith (you need to destroy each Beam Cannon, but destroying the ship itself is a secondary objective), while you (and the other Wingman) focus on one.&lt;br /&gt;
&lt;br /&gt;
When the Argentum (a Meson Bomb packed freighter on a suicide course for the Nyaralathotep) comes into the scene, you better have damn well dealt with the Liliths or else the Argentum is as good as dead. If those threats are dealt with or the Cypher is in safe instance, send all wingmen available to cover the Argentum, while it faces the wrath of several fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
When you get the dialogue cue to clear out of the area, you need to be in three thousand meters of safe distance from the Nyaralathotep when the Argentum finishes its suicide run. When you get clear and are able to sit back, just watch the massive fireworks.&lt;br /&gt;
&lt;br /&gt;
Congrats on completing Derelict... if you managed to pull this operation off. If the Argentum dies... well, enjoy the dialogue as civilization is doomed from the Sathanas fleet as the node to Capella is opened.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The term &amp;quot;Hail Mary&amp;quot; is used in American football, when the passing team is on a fourth down and on a long distance to the first down marker. Typically, this is a last desperation measure when the clock in the fourth quarter is below half a minute, and the passing team is more than half the field away from the goal, and they need to get either a touchdown or within field goal range to steal the win.&lt;/div&gt;</summary>
		<author><name>Phantom Hoover</name></author>
	</entry>
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