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		<id>https://wiki.hard-light.org/index.php?title=Briefing_texts_(FS1)&amp;diff=35352</id>
		<title>Briefing texts (FS1)</title>
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		<updated>2011-07-01T11:51:18Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Mission Briefing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DESCENT: FREESPACE MISSION INFORMATION&lt;br /&gt;
&lt;br /&gt;
COMPILED BY: MICHAEL DIEDRICH (ZARATHUD)&lt;br /&gt;
&lt;br /&gt;
EMAIL: DIEDRICH@MEGSINET.NET&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
THE GREAT WAR CAMPAIGN BRIEFINGS - COMMAND, MISSION, DEBRIEFING&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WARNING: CONTAINS SPOILERS!!!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Eve of Destruction==&lt;br /&gt;
Start sm1-01a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Betelgeuse System&lt;br /&gt;
&lt;br /&gt;
1/10/35&lt;br /&gt;
&lt;br /&gt;
Operation Thresher&lt;br /&gt;
&lt;br /&gt;
Operation Thresher in the Antares system did not proceed as planned. Terran Command estimates Terran losses at 504 pilots dead, fourteen missing and presumed dead.&lt;br /&gt;
&lt;br /&gt;
The Vasudan foothold on Vasuda Prime and the subspace node remains solid. However, their supply lines have been cut off, which means they are most likely lacking reinforcements and supplies.&lt;br /&gt;
&lt;br /&gt;
Expect more news on that front in tomorrow&#039;s briefing.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Rumors&lt;br /&gt;
&lt;br /&gt;
There have been many rumors about the appearance of another sentient species. These are rumors, nothing more. Investigation of the Ross 128 attack has determined nothing.&lt;br /&gt;
&lt;br /&gt;
Concern yourselves with the known enemy, the Vasudans. There is to be no more talk of phantom ships.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
New Pilots&lt;br /&gt;
&lt;br /&gt;
Let this serve as a &amp;quot;welcome aboard&amp;quot; to all newly-arrived pilots aboard the Galatea. Since you&#039;re here, your flight records must speak highly of you already. Serve the Galatea well, she&#039;s a fine ship.&lt;br /&gt;
&lt;br /&gt;
Report to your flight stations at 0830 for your squadron briefings.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Technologies&lt;br /&gt;
&lt;br /&gt;
Familiarize yourself with the specifications of the GTD Orion-class destroyer, the Apollo Space Superiority Fighter, and the ML-16 Laser. Information on all of these can be found in the Tech Room.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Pilot Attend: Welcome to the GTD Galatea. Your first assignment as a part of the Galatea&#039;s crew is to stand the 3rd watch. You will patrol the area surrounding the GTC Orff. The GTC Orff suffered an engine breakdown in the Betelgeuse system, and is awaiting repairs.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You will be on watch with one other ship, Alpha 2. Since this is your first watch, Alpha 2 will be piloted by Lt. Harbison, a seasoned veteran and top-notch pilot.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You will begin your watch by jumping to Betelgeuse near the GTC Orff&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
We have reports of Vasudan fighters in this system, so stay alert. Engage and destroy any hostiles that threaten the Orff.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
At the end of your watch, you will be relieved by Delta wing. Upon Delta&#039;s arrival, you are to return to base.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Your primary objective will be to protect the Orff until the end of your watch. We expect you to carry out your orders to the letter.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
You may confirm your ship hardware and weapons loadout for this mission. If found satisfactory, commit to the mission. GTD Galatea quarterdeck signing off.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The GTC Orff was destroyed during your watch. Dozens of lives were lost due to your poor performance. This catastrophe will surely result in an increased Vasudan presence in the system.&lt;br /&gt;
&lt;br /&gt;
There is no place for you in the GTA. You are dismissed.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You did a fine job on your first watch, Pilot. Your strong sense of duty will serve the Alliance well.&lt;br /&gt;
&lt;br /&gt;
The presence of Vasudans in this system gives us little reason to worry. The ships that attacked you and the Orff were probably remnants of the Vasudan convoy that we hit last week.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Despite your efforts, Vasudan fighters escaped from the system. When we allow them to elude us, Pilot, we appear weak. We won&#039;t tolerate this sort of embarassment again.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
We are saddened to learn of Lieutenant Harbison&#039;s demise. He was a brave and skillful pilot. A memorial service will be held at 0930. You are ordered to attend.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
You left the field of battle before your watch was ended. This act of cowardice will stain your record for the rest of your military career.&lt;br /&gt;
&lt;br /&gt;
You are suspended from flight duty. Dismissed.&lt;br /&gt;
&lt;br /&gt;
==The Field of Battle==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-02a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
There have been a number of recent attacks by the Vasudans in the Betelgeuse system. They have been making strikes on Terran convoys en route to the Betelgeuse-Antares jump point. The Vasudan attacks have been staged from a nearby asteroid field.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Terran Intelligence is certain that there are four small attack wings responsible for the attacks on our convoys. There have also been reports of a Vasudan ace piloting one of the Seth class fighters in that area.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Terran Intelligence is certain that there are four small attack wings responsible for the attacks on our convoys.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
You are to sweep the asteroid field and take out the four Vasudan attack wings. Be aware that the asteroids will be causing interference with your sensors. You won&#039;t be able to target the Vasudans until they are near, but they won&#039;t see you either.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
If you encounter the Vasudan ace, you may use your discretion as to whether or not to engage him. Keep in mind that your primary objective is to take out the four attack wings. Check your loadouts and commit when ready.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Nicely done, pilot. By destroying the Vasudan attack wings you have helped to ensure that our convoys will make it through this subspace node.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Dispatching the Vasudan Ace showed outstanding skill, pilot. You and your squad are to be commended.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
We are awarding you the Distinguished Flying Cross for this accomplishment.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Since you were unable to take out the Vasudan attack wings, other pilots will need to risk their lives to do your job. We need results from pilots like you if we expect to keep a foothold in these systems. Dismissed!&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
We understand that you did not engage the Vasudan Ace. It is understandable, given the skill of your opponent. Still, it would have been a blow to the Vasudans&#039; morale if he had been defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Small Deadly Space==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-03a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Terran Intelligence has detected unusual activity in the Vasudan cargo depot at Antares. You are to destroy all hostiles in the area. When the area is clear, our salvage crews will pick up the cargo for analysis. Do not destroy any cargo.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The contents of the cargo containers is not known. Due to the unusual activity, GTA intelligence suspects they have military value.&lt;br /&gt;
*Note: in the Descent:FreeSpace demo a disabled entry exists alongside the above. The entry, likely an earlier version, is slightly different, mentioning the potential existence of weapons in the depot, perhaps to give the player an incentive to scan the containers. As to why the entry was changed, and whether it has been voiced, remains unknown.&lt;br /&gt;
:&#039;&#039;The content of the cargo containers is unknown.  GTA Intelligence suspects the existence of weapons, but it is more likely that they contain routine medical and food supplies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You will be flying this mission with Epsilon wing from the 3rd squadron. Delta wing will be available for reinforcements, if necessary. If you get in trouble, don&#039;t hesitate to call them in.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Reconnaissance missions have determined that there are typically two wings of Vasudan fighters guarding the depot. The fighters are your primary concern.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Recon has also determined that this depot is heavily used. Taking control of it will seriously impede Vasudan attacks from this system in the future.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
It is likely that there will be freighters in the area transporting cargo. All Vasudan vessels must be destroyed! None must escape as they will surely bring reinforcements.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
Expect to find armed freighters in the area transporting cargo. All Vasudan vessels must be destroyed! None must escape as they would surely bring reinforcements.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Once you have secured the area, the GTC Orff will arrive and maintain watch over the outpost. Good luck, pilot. GTA Command out.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The destruction of the Vasudan fighters was very important. Not only have we gained control of that depot but we&#039;ve shown the Vasudans in this sector we are not to be trifled with.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Elimination of the Vasudan freighters will hinder the transport of necessary supplies to their forces in that sector.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
All Vasudan cargo was captured and brought to our base. Intelligence will analyze it.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
It appears that among the cargo were some stolen weapons prototypes. We had feared that the Vasudans had already found and moved them from the area. Recapturing the weapons would have been a great victory.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Because the Vasudan freighters escaped, we can expect their forces to be on the alert in this system. This is a serious failure, pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Some of the cargo containers were lost in the skirmish. The salvage crews recovered what they could. The GTA will analyze the container contents in the hope that it will aid us in the war.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 7&lt;br /&gt;
&lt;br /&gt;
It appears there weren&#039;t many Vasudan reinforcements available. It is fortunate that you were able to destroy them.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 8&lt;br /&gt;
&lt;br /&gt;
It appears that the Terran Elysium transport (Omega) hauled away the contents of one of the containers. We are not sure who was aboard the transport, but Intelligence suspects it&#039;s a group of renegade humans. We are attempting to locate the transport now.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 9&lt;br /&gt;
&lt;br /&gt;
You were ordered to secure the area until the GTC Orff arrived. You failed. The GTA would be better off giving you and your squadron desk jobs.&lt;br /&gt;
&lt;br /&gt;
==Avenging Angels==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-04a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Antares System&lt;br /&gt;
&lt;br /&gt;
1/15/35&lt;br /&gt;
&lt;br /&gt;
Lt. McCarthy&lt;br /&gt;
&lt;br /&gt;
Terran Command has informed us that Lt. Alex McCarthy, formerly stationed onboard the GTD Intrepid, has defected to the Vasudans along with an unknown number of fighters and several personnel.&lt;br /&gt;
&lt;br /&gt;
He has also managed to steal the plans for the Avenger prototype cannon. These need to be recovered immediately.&lt;br /&gt;
&lt;br /&gt;
Vasudan agents under Terran control have leaked information regarding McCarthy&#039;s plans to the Antares system. Since the Galatea is already in Antares, we have been assigned to lead an attack on McCarthy&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
This operation is to be carried out by the numbers. Traitors to the Terran cause are not to be tolerated. McCarthy will serve as an example when he is brought in.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
New Technology: Valkyrie Interceptor&lt;br /&gt;
&lt;br /&gt;
The Galatea has received a full complement of the new Valkyrie Interceptor Fighters.&lt;br /&gt;
&lt;br /&gt;
Some of you may remember the Angel Scout Fighter. It has been completely modified and fitted with two additional engines, making it the fastest fighter in the fleet. It has been re-designated the Valkyrie. It should enable you to make short work of enemy fighters.&lt;br /&gt;
&lt;br /&gt;
Report for mission briefing in twenty minutes.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Plans for the Avenger weapon prototype have been stolen by Lt. McCarthy. His transport has been located here in Antares. It has been designated Omega.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
One of McCarthy&#039;s accomplices has been captured, and has revealed his intentions for the stolen plans. Not surprisingly, McCarthy intends to sell the Avenger to the Vasudans. His Vasudan contact has been designated Rasputin.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Your squadron will arrive before the exchange takes place. You are to destroy all hostile fighters, including any renegade Terrans. However, we want McCarthy alive. Your ships have been equipped with Disruptors suitable for disabling the engines on the Omega.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Alpha wing and Beta wing, each consisting of four fighters, will be sent in to carry out the mission. You will jump in approximately six kilometers away from the exchange. Get to the Omega as soon as possible.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Expect to encounter significant resistance. Beta wing will focus on attacking the Vasudan forces. Alpha wing will be expected to disable the Omega. Request Beta wing&#039;s assistance if necessary.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
After McCarthy&#039;s transport is disabled, the GTT Comet will jump into the area and dock with it. You are to ensure the safety of the Comet, especially during the docking operation with Omega.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
After the Comet and the Omega have left the area, it is your responsibility to eliminate any remaining hostiles. Once the area is clear, you are to jump back to the Galatea.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Note that you will be required to engage Terran pilots. These pilots are traitors to the Alliance, and no quarter should be given. Thousands of lives are at stake. Do not hesitate to use deadly force on the traitors. They are your enemy.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
If you encounter significant resistance or experience severe losses, Delta wing will be sent by Terran Command to assist. If further assistance is needed, call in Epsilon wing, as well. Good luck, pilot.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We wanted McCarthy taken alive, Pilot. Your squad&#039;s lack of control is disturbing. We are not pleased with this.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
We were able to recover the Avenger prototype. Good job. McCarthy has been apprehended and will go to trial soon.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
We were not able to recover the stolen Avenger prototype. This was your primary objective, and you failed.&lt;br /&gt;
&lt;br /&gt;
The Vasudans will surely use this against us in future encounters.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
This section has been removed&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Intelligence has told us that you were cautious and managed to disable the Rasputin. Key Vasudan personnel were on board, and their capture will assist our cause.&lt;br /&gt;
&lt;br /&gt;
This was an intelligent decision on your part, and you are to be commended for your attention to detail.&lt;br /&gt;
&lt;br /&gt;
Intelligence has requested that you be awarded a Commendation Medal for your part in this capture.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Rasputin got away from us. This is not a major loss, but every Vasudan that escapes will cost us in the long run.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 7&lt;br /&gt;
&lt;br /&gt;
The Rasputin and all of its contents were destroyed. Excellent work. It is very likely that key Vasudan personnel were on board.&lt;br /&gt;
&lt;br /&gt;
==Out of the Dark, Into the Night==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-05a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
With the Antares system nearly secure, Command has decided that the GTSC Plato will carry the prototype for the Avenger Attack Cannon through the Antares system. It will proceed to the Ribos system, where production of the Avenger will begin.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Intelligence has determined that only one Vasudan Cruiser remains in this system, the Taurus. If the Vasudans decide to attack the Plato on its way to Ribos, they will certainly use the Taurus.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The number of Vasudan attack craft in this system is minimal. Intelligence estimates at most two strike squads. If something should go wrong, the Plato is equipped with an escape pod. The escape pod will attempt to make the subspace jump to Ribos.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Alpha wing will provide cover for the Plato, and, if necessary, the Plato&#039;s Escape Pod. The safety of the prototype is vital, and all Vasudan threats must be eliminated.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Pay special attention to any Vasudan bombers that may arrive. Bombers will be the greatest threat to the Plato during this operation.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve cleared the area of hostile bombers, eliminate other threats and continue escorting the Plato to the intersystem subspace node.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Your inability to protect the crew of the Plato and the prototype for the Avenger cannon has dealt a serious blow to the GTA.&lt;br /&gt;
&lt;br /&gt;
Perhaps you&#039;ll meet your new primary objective: cleaning the heads on the Galatea.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
From your ship&#039;s sensor&#039;s records, it appears there was little you could have done to protect the Plato. Its loss will be mourned, but at least her crew is safe.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Intelligence has analyzed the data you provided from the attempted visual identification. There is no record of such ships. They do not appear to be Vasudan. The conclusion is that they belong to a new species.&lt;br /&gt;
&lt;br /&gt;
These ships are not detectable by our sensors. Worse, they appear to have some type of energy-shielding system, making them nearly immune to our attacks.&lt;br /&gt;
&lt;br /&gt;
But the greatest concern is their weapons. They are more powerful than anything in the GTA or VPE arsenal.&lt;br /&gt;
&lt;br /&gt;
We believe the data you gathered will prove valuable in discovering a weakness in this new adversary.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
It is regrettable you were not able to gain a visual identification of the unknown ships. During subsequent attacks, Intelligence has gathered limited information.&lt;br /&gt;
&lt;br /&gt;
These ships do not appear to be Vasudan. The conclusion is that they belong to a new species.&lt;br /&gt;
&lt;br /&gt;
The ships are not detectable by our sensors. Worse, they appear to have some type of energy-shielding system, making them nearly immune to our attacks.&lt;br /&gt;
&lt;br /&gt;
But the greatest concern is their weapons. They are more powerful than anything in the GTA or VPE arsenal.&lt;br /&gt;
&lt;br /&gt;
We are confident our scientists will soon discover a weakness in this new adversary.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
In all of their recent attacks in Terran Space, not one of these unknown fighters has been destroyed. It is hoped that a weakness will be found soon.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
In all of their recent attacks in Terran Space, not one of these unknown fighters had been destroyed.&lt;br /&gt;
&lt;br /&gt;
Your destruction of one of these new enemies has already boosted morale. Well done, Pilot.&lt;br /&gt;
&lt;br /&gt;
==Paving the Way==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-06a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Antares System&lt;br /&gt;
&lt;br /&gt;
1/18/35&lt;br /&gt;
&lt;br /&gt;
The Shivans&lt;br /&gt;
&lt;br /&gt;
Terran Command has confirmed the existence of a new species. Until further contact is established, Command has designated them &amp;quot;Shivans&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Shivans have inflicted heavy casualties to both Terran and Vasudan forces in the Beta Cygni and Vega systems, and appear to be making a rapid push into other key systems along the Terran-Vasudan front. All contact has been lost with our forces in the Ikeya and Ross 128 systems.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Vasudans&lt;br /&gt;
&lt;br /&gt;
The Vasudan government has contacted the GTA and proposed a cease fire. Considering the reports regarding the Vasudan and Terran losses to the Shivans, this should not come as a surprise.&lt;br /&gt;
&lt;br /&gt;
Terran Command has not yet responded.&lt;br /&gt;
&lt;br /&gt;
Expect to hear more from Terran Command on this later today.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Hostile Contacts&lt;br /&gt;
&lt;br /&gt;
All Shivan forces should be considered a serious threat.&lt;br /&gt;
&lt;br /&gt;
You are authorized to engage any Shivan ship that stands in the way of your mission objectives.&lt;br /&gt;
&lt;br /&gt;
Attempts to establish communication with the Shivans have failed. Intelligence will continue its attempts to learn more about this new adversary.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Shivan Technologies&lt;br /&gt;
&lt;br /&gt;
What little information has been learned about Shivan technology concerns their fighter shielding system. This shield system makes them nearly impervious to our ML-16 Laser.&lt;br /&gt;
&lt;br /&gt;
R&amp;amp;D is currently modifying the Avenger Prototype cannon to make it more useful against the shields.&lt;br /&gt;
&lt;br /&gt;
Additionally, our fighters cannot target their ships due to our lack of data regarding the Shivan electronics systems. Plans are currently underway to remedy this situation.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Orders&lt;br /&gt;
&lt;br /&gt;
Terran Intelligence is working around the clock to give us more information.&lt;br /&gt;
&lt;br /&gt;
Until then, we have been ordered to move into the Beta Cygni system and monitor any activity.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Due to increased encounters with Shivan forces, Terran Command has ordered the Galatea to the Beta Cygni system to monitor Shivan activity. The Galatea has taken quite a beating since her last repair, and there isn&#039;t time to follow the safest route.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Antares-Beta Cygni Jump Node lies in the center of a dense asteroid field, making it one of the least used Jump Nodes in the galaxy. Standard procedure would have us circumvent this node completely, requiring two jumps. Now we have no choice.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Weapons systems have taken damage from enemy bombers. The Galatea should be able to make it through the Asteroid Field, but Alpha wing will be deployed to destroy approaching asteroids.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Alpha Wing will fly point for the Galatea and destroy any asteroids that cross its flight path.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Asteroids that are considered a threat to the Galatea will be marked by white targeting brackets. Destroy these asteroids first.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Once the Galatea has jumped out, you are to report to the GTD Bastion, stationed in Antares. The Bastion will take you to Ikeya for your next mission. Your wing will rendezvous with the Galatea in Beta Cygni upon completion of that mission.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
In the event of enemy attack, you are to cover the Galatea&#039;s escape from the system at any cost.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Abandoning the Galatea in an asteroid field was an inexplicable act of cowardice. The Galatea has been destroyed and you are to blame. You are hereby stripped of all rank and duties.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The destruction of the Galatea is a major loss for the Terran Alliance.&lt;br /&gt;
&lt;br /&gt;
Thousands of lives were lost due to your poor execution.&lt;br /&gt;
&lt;br /&gt;
Perhaps this task should have been given to a more skilled pilot. You are hereby stripped of all rank and duties in the GTA.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The Galatea made it to Beta Cygni, but our reports show it took serious damage. It will be in repair for at least three days.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a pity you couldn&#039;t better protect it, but what&#039;s done is done. Report to briefing at 0800.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Welcome to the GTD Bastion.&lt;br /&gt;
&lt;br /&gt;
We just received a transmission from the Galatea. She&#039;s doing fine and the bridge thanks you for the skillful escort through the field.&lt;br /&gt;
&lt;br /&gt;
You will rendezvous with her in the Beta Cygni system soon. We are currently under way to the Ikeya system for your next mission.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
For your excellence in destroying the Shivan fighter while escorting the Plato, as well as your successful escort of the Galatea in the asteroid field, we are awarding you the Distinguished Flying Cross. Wear it proudly.&lt;br /&gt;
&lt;br /&gt;
==Pandora&#039;s Box==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-07a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Welcome to the GTD Bastion. The Bastion is on a special ops mission to investigate and acquire Shivan technology. This includes weaponry, shielding, and stealth technology. Intelligence has determined that at least one point of Shivan entry into our space lies in the Ikeya system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
At least five cargo depots of unknown origin have been located here in Ikeya. These cargo formations are different than any Vasudan and Terran formation, and are believed to belong to the Shivans.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Reconnaissance indicates that the depot is protected by six sentry guns on the outer edges. This depot provides a prime opportunity to gather more information about the Shivans. Their offensive activity in this system is at a minimum, and we do not believe that they will make a serious attempt to defend this depot.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Long range scanners indicate that some of these cargo containers contain unusual electronics. They appear to be similar to those used to give the Shivans their shielding technology. A short range scan of these containers is the primary objective in this operation.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Further reconnaissance indicates another container group may contains parts for a Shivan sensor array. A short range scan of this group should provide crucial data needed to adjust ship sensors to attain radar lock on Shivan fighters. Scanning those containers is your secondary objective.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
You will jump in approximately six kilometers from the cargo depot. Proceed to the cargo depot quickly, and eliminate all sentry guns. This will enable our freighters to collect the cargo after you have scanned it.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Jumping out of a mission without even making an attempt to complete your objectives is gross negligence and borders on desertion.&lt;br /&gt;
&lt;br /&gt;
Your hearing is scheduled for 0700.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Despite the Shivan ambush, you had a mission to accomplish. Your orders were to remain in the area, unless ordered to leave by Terran Command.&lt;br /&gt;
&lt;br /&gt;
Your defiance of these orders has wasted a prime opportunity.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
It is fortunate that you were able to escape the Shivan trap. Your persistence in obtaining the data we needed is commendable.&lt;br /&gt;
&lt;br /&gt;
While you were unable to gather the shield data, another of our Ikeya task forces was successful in acquiring it.&lt;br /&gt;
&lt;br /&gt;
The data you did gather about Shivan sensor technology will be vital in combating the Shivan forces. Our technicians now believe they will be able to implement a targeting solution for Shivan ships.&lt;br /&gt;
&lt;br /&gt;
Good work, pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Your success in acquiring the shield technology against such overwhelming odds has indicated to us that you are, in truth, working with the Shivans. Your interrogation is scheduled for 0930. You will be escorted to the brig.&lt;br /&gt;
&lt;br /&gt;
==The Hammer and the Anvil==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-08a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Beta Cygni System&lt;br /&gt;
&lt;br /&gt;
1/25/35&lt;br /&gt;
&lt;br /&gt;
Cease Fire&lt;br /&gt;
&lt;br /&gt;
The GTA has signed a cease-fire and non-aggression pact with the Vasudans.&lt;br /&gt;
&lt;br /&gt;
Command has already expressed great relief, largely due to the huge drain on military and economic resources the war has caused in the past few years.&lt;br /&gt;
&lt;br /&gt;
The end of a 14-year war should bring peace. Unfortunately there is no time to breathe easy.&lt;br /&gt;
&lt;br /&gt;
After the 3rd Fleet lost the GTD Amadeus in the Vega system, the GTA and the Parliament of Vasuda have both declared open states of war against the Shivan forces.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Vasudan Dissent&lt;br /&gt;
&lt;br /&gt;
Unfortunately, not all Vasudan forces have agreed to the cease-fire. Reports have been received of attacks by a rogue group of Vasudans calling themselves the &amp;quot;Hammer of Light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hammer of Light (HOL) appears to be willfully aiding the Shivan cause, citing some Vasudan legend about the coming of an all-powerful race.&lt;br /&gt;
&lt;br /&gt;
If you encounter any HOL forces, you are to treat them as hostile and are to use any force necessary to neutralize them.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
New Technology: Shivan Tracking&lt;br /&gt;
&lt;br /&gt;
With the vital data gathered by the Galatea at the Ikeya Depot, our technicians now know enough about Shivan technology to successfully target their ships. You should also be able to track them on radar.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
New Technology: Avenger Cannon&lt;br /&gt;
&lt;br /&gt;
The Avenger Cannon is now being loaded on every Terran and Vasudan ship in the Galaxy. You will find these cannons far more effective against the Shivan shields.&lt;br /&gt;
&lt;br /&gt;
New Technology: Shield System&lt;br /&gt;
&lt;br /&gt;
A strike squad sent from the 5th fleet into the Ikeya system was able to recover some Shivan shield prototypes. Fully functioning versions of this technology are being developed for use on GTA fighters.&lt;br /&gt;
&lt;br /&gt;
The shields themselves are being transferred through the Beta Cygni system to the Ribos system. This shipment must arrive in Ribos.&lt;br /&gt;
&lt;br /&gt;
Report to mission briefing in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
At roughly 1400 hours a large convoy carrying one of our newly developed shield prototypes was deployed. It was expected that the Shivans would attack the convoy.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Shivans destroyed the convoy. What the Shivans do not know is that the convoy was a decoy. There were a total of four working prototypes, only one of which was destroyed.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You are to take two wings of fighters to escort the three remaining shield prototypes. The Shivans should think you are just another shipment headed for Beta Cygni. This is not the direct route to Earth, which should divert the Shivans from our true intent.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
You are to accompany the freighters until the Vasudans arrive to escort them on the second leg. Do not leave the freighters until they have jumped to the Beta Cygni system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The Shivans have hit everything sent from this installation. Expect resistance. Many pilots lost their lives today that the chances for success on this mission would be greater. You will succeed. Dismissed.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You did a superb job defending the shield prototypes. You were able to save all three, which not only gives us the technology, but will help expedite its mass production.&lt;br /&gt;
&lt;br /&gt;
Your performance will go down in the books as a standard for future pilots to follow. Simply outstanding, pilot!&lt;br /&gt;
&lt;br /&gt;
In appreciation of your fine performance in our first operation with allied Vasudans, we are awarding you the Vasudan Alliance Medal.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Well done, pilot! You were able to get two of the three shield prototypes out of harm&#039;s way and off to the scientists back on Earth.&lt;br /&gt;
&lt;br /&gt;
Your efforts today will certainly even the odds a bit with the Shivans. Great job!&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Good work, pilot. Saving one of the shield prototypes from being destroyed was as much as could be hoped for. You should be proud.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Your inability to save even one shield prototype from destruction gives the GTA little chance of winning this war.&lt;br /&gt;
&lt;br /&gt;
You are responsible for this failure.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
You have disobeyed direct orders by trying to save that Vasudan convoy! You were told to stay with the shield prototypes at all times!&lt;br /&gt;
&lt;br /&gt;
Do you think the original shield prototype convoy wasn&#039;t worth saving? Pilots made great sacrifices so that you could succeed, and you simply failed to follow orders!&lt;br /&gt;
&lt;br /&gt;
At 0800 hours tomorrow morning you will have to explain your actions in a court martial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Darkness and the Light==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm1-09.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The radical Vasudan splinter group known as the Hammer of Light has been conducting many surprise attacks on convoys throughout Beta Cygni. These attacks must be stopped. The Hammer of Light presence is to be eliminated from this system once and for all.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
A Hammer of Light cargo depot which is believed to be the primary supply center for all Hammer of Light activities in the system has been located.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
This depot is guarded by a wing of Seth class fighters as well as an Aten class cruiser, the Ramses. The Hammer of Light does not have shielding technology, so this operation should be simple.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to capture the Aten cruiser Ramses. You are to disable and disarm it with Disruptor cannons, then protect the Omega transports while they capture it.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Do not destroy the Ramses. The crew of the Ramses will be interrogated to learn more about the Hammer of Light.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Once the Ramses has been disabled and disarmed, destroy all cargo in the area. The Hammer of Light can not be permitted to resupply. The containers store Vasudan supplies useless to the GTA.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
You are to lead Alpha wing on this operation. Your ships are equipped with our new shielding system. In case of any unforeseen problems, await further orders from Command.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You left the battle well before there was any chance of capturing the Ramses. Were your orders not specific enough?&lt;br /&gt;
&lt;br /&gt;
Dismissed.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You destroyed the Ramses. You were ordered to capture it. Disobeying orders is unacceptable.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Taranis has been interfering with all operations in the Beta Cygni system.&lt;br /&gt;
&lt;br /&gt;
The destruction of the Ramses, while unfortunate, was not your fault. It is good that you destroyed the cargo before the Shivans were able to capture it.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Although the Taranis prevented you from capturing the Ramses, allowing the Shivans to capture the cargo is a serious blow to the safety of this system.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The destruction of the escaping freighters is important. The Hammer of Light will have a difficult time starting up their Beta Cygni operations again without supplies.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
It is disturbing that the Hammer of Light fighters have shield technology after all.&lt;br /&gt;
&lt;br /&gt;
It seems that this rebellion is far greater in scope than we had initially hoped.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 7&lt;br /&gt;
&lt;br /&gt;
The destruction of the Taranis is a serious blow. Its capture could have provided a wealth of information on the Shivans. You were ordered NOT to engage the Taranis cruiser, pilot.&lt;br /&gt;
&lt;br /&gt;
You are grounded until you learn to listen to orders.&lt;br /&gt;
&lt;br /&gt;
==First Strike==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm-10.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Ikeya System&lt;br /&gt;
&lt;br /&gt;
1/31/35&lt;br /&gt;
&lt;br /&gt;
The Taranis&lt;br /&gt;
&lt;br /&gt;
Initial attacks have gone off without a hitch, and the Taranis is on her last leg. Delta and Epsilon wings have destroyed most of the Taranis&#039; fighter escort. It is time to finish the job.&lt;br /&gt;
&lt;br /&gt;
To this end, Terran Command has sent a full wing of Athena bombers, equipped with the newly developed Stiletto bomb .&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
New Technology: Athena Bomber&lt;br /&gt;
&lt;br /&gt;
The Athena is our most maneuverable bomber. It carries a massive payload, yet, in dogfights, is nearly as effective as a fighter.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
New Technology: Stiletto Space Bomb&lt;br /&gt;
&lt;br /&gt;
The Stiletto bomb has now been thoroughly tested back in Sol and is now ready for use. It can be used to destroy subsystems on any ship and should prove more effective than the Disruptor cannon. The electronics seeking device should make it simple to use. Just point and shoot.&lt;br /&gt;
&lt;br /&gt;
Stiletto homing capabilities are limited, so make sure you get a clean shot before you launch. The Stiletto should be especially useful in destroying the Taranis&#039; engines and weapons systems.&lt;br /&gt;
&lt;br /&gt;
All Athena bombers will be equipped with Stilettos and will be piloted by Alpha wing.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Cain-class cruiser Taranis has been chased from the Beta Cygni system back to the Ikeya system. It is low on supplies, and, due to recent engagements, it is lightly guarded.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Cain-class cruiser Taranis has begun its counterattack. Although we destroyed most of its fighter escort, it managed to call in a repair craft. It is now nearly fully functional.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Long range sensors indicate that only two fighters and three bombers remain to protect the Taranis.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The Taranis is heading for the Beta Cygni subspace node, where it will probably resupply. This will allow for a small window of opportunity in which to conduct a strike.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The Taranis is heading for the Beta Cygni subspace node, where we expect it to mount an offensive. This only allows a small window of opportunity in which to conduct a preemptive strike.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to disable and disarm the Taranis in order to enable its capture. This will be our first attempt to capture a major Shivan vessel. Three wings will be assigned to this task.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
Alpha Wing will be flying Athena bombers. These bombers just arrived on the Galatea and are equipped with the new Stiletto bomb . The Stiletto is capable of destroying subsystems in one hit. Alpha&#039;s primary responsibility will be to disarm and disable the Taranis.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Beta Wing is assigned to escort Alpha and protect it from fighter attacks. Beta will fly Apollo-class fighters.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
Gamma wing will fly Valkyries and should engage any hostile fighters and bombers in the area. If needed elsewhere, they can be assigned to any task that you see fit.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 10&lt;br /&gt;
&lt;br /&gt;
Once the Taranis has been disarmed and disabled, Omega transports will arrive and capture it. When the Taranis has been captured, you are to return to the Galatea for debriefing.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 11&lt;br /&gt;
&lt;br /&gt;
Do not allow the Taranis to escape or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The purpose of this mission was to capture a major Shivan vessel for analysis. It was imperative to the war effort. Your failure is unforgivable.&lt;br /&gt;
&lt;br /&gt;
Perhaps one day you will learn that the consequences of your actions affect others. Until that time, you are dismissed from all duties.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Taranis has escaped to the Beta Cygni system.&lt;br /&gt;
&lt;br /&gt;
Not only has the chance to capture a Shivan cruiser been lost, but the Taranis is certain to wreak havoc in other systems.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You departed before ensuring the capture of the Taranis. The Omega transports you left unprotected were destroyed by Shivan fighters.&lt;br /&gt;
&lt;br /&gt;
Our hopes of capturing the Taranis were ruined by your carelessness.&lt;br /&gt;
&lt;br /&gt;
Your career is over, Pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
You departed before ensuring the capture of the Taranis. The Omega transports you left unprotected were destroyed by Shivan fighters.&lt;br /&gt;
&lt;br /&gt;
Our hopes of capturing the Taranis were ruined by your carelessness.&lt;br /&gt;
&lt;br /&gt;
Your career is over, pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Congratulations, Alpha 1. You were instrumental in the first capture of a major Shivan vessel!&lt;br /&gt;
&lt;br /&gt;
The Halkins is taking her to the Tombaugh station, where engineers will be able to study their technology and learn more about their methods and motives.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, feel free to relax for a few days. You deserve it.&lt;br /&gt;
&lt;br /&gt;
In recognition of your continuing service to the GTA, you have been awarded the Medal of Good Conduct.&lt;br /&gt;
&lt;br /&gt;
==The Aftermath==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Start sm2-01a.fsm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Ribos System&lt;br /&gt;
&lt;br /&gt;
2/11/35&lt;br /&gt;
&lt;br /&gt;
Tombaugh Station Attack&lt;br /&gt;
&lt;br /&gt;
We&#039;ve just received some discouraging news from Terran Command, pilots. At 0300 today, after the captured Taranis was towed to Tombaugh installation in the Ribos system, the Shivans staged a major ambush. There isn&#039;t a lot of confirmation from the footage yet, but it&#039;s clear that a Shivan destroyer of massive proportions jumped in and destroyed Tombaugh station, along with all its defenses. We have designated this new class of Destroyer &amp;quot;Lucifer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Debris from the station is still falling from orbit on Ribos 4.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Lucifer&lt;br /&gt;
&lt;br /&gt;
Terran and Vasudan fighters and cruisers engaged the Lucifer, but were wiped out quickly. Footage suggests that the Lucifer was using a new type of shield, impervious to any of our attacks. Needless to say, this is grim news. If the Shivans indeed have managed to shield a vessel of that magnitude, it&#039;s merely a matter of time before they wipe out all front-line installations and march through to our home systems.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Dimplomacy&lt;br /&gt;
&lt;br /&gt;
Since all attempts at communication with the Shivans have ended in violence, it appears unlikely that a diplomatic solution will work.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
System Status&lt;br /&gt;
&lt;br /&gt;
At this point, the Shivans have control of Beta Cygni, Betelgeuse, Ross 128, Ikeya, and Regulus. Most of the Vasudan forces are gathering in Vega for a counterstrike, while we are gathering our fleet in Antares for an effort to retake Ribos and Beta Cygni. Oddly enough, the Shivans don&#039;t seem to be interested in taking control of any planets in the systems, or gathering natural resources. Instead they seem to be focused on controlling individual jump nodes.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
New Technology: Flail Cannon&lt;br /&gt;
&lt;br /&gt;
Research and Development teams at Sol have recently completed development on a few new weapons.&lt;br /&gt;
&lt;br /&gt;
A group of Terran scientists has returned from a previously unexplored system known as Laramis, and bring with them a new weapon called the Flail.&lt;br /&gt;
&lt;br /&gt;
The Flail is quite different from our typical energy cannons. Please consult the weapons database in the Tech Room for more details.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
New Technology: Interceptor Missile&lt;br /&gt;
&lt;br /&gt;
Our communications with Vasudan technicians have yielded the Interceptor missile. By combining the Vasudan-designed engine with a Terran warhead, we were able to produce the most powerful anti-fighter weapon yet. It&#039;s an aspect-seeking missile, and requires a few seconds to lock onto the enemy&#039;s engine signature, but its speed and accuracy make it lethal. Use it well.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The survivors of the Tombaugh attack must be evacuated from the Ribos system immediately. We do not have sufficient firepower to retake Ribos at this time. Your wing&#039;s objective is to escort the Iota transports.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Other wings will be accompanying this convoy. Alpha wing will be in charge of this operation and will have command authority.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The convoy must reach the designated checkpoint. Escort from this point onward will be provided by allied Vasudan forces, led by the PVD Pinnacle.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Hostile forces have been spotted all over this system, and there is a good chance that our convoy will be attacked by Shivan fighters.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
All hostile forces should be eliminated.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
The PVD Pinnacle will be arriving at the designated check point. This Typhon class destroyer has one of the most skilled crews in the PVE. It will escort the refugees for the remainder of their journey.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
Help the Pinnacle until it has dismissed you, then return to base. Many lives depend on this operation. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Your primary objective was to escort the transports to the rendezvous with the Pinnacle. They were destroyed and hundreds of innocent lives were lost. Such failure cannot be tolerated in the GTA.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Great job, Alpha 1. You managed to save all three of the Iota transports from the Shivan attacks. We were told by the crew of the Pinnacle to congratulate you on a job well done. The civilians on those transports owe you their lives as well.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You safely escorted some of the refugees in Iota and for that you are to be commended. It is unfortunate that so many had to lose their lives. They will be mourned.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Epsilon lost all of Omega wing. The Shivan war machine is fast taking its toll on our population.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Beta could not protect Sigma wing, and all of the Sigma transports were destroyed. Admiral Halkins, a 10 year veteran of the war and a great soldier, was on Sigma. He will be greatly missed.&lt;br /&gt;
&lt;br /&gt;
==The Big Bang==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-02a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Red Alert! The GTS Asimov and the GTC Ravage are under attack in the Antares system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Red Alert! The GTS Asimov is under attack in the Antares system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The GTS Asimov was working on project Tsunami, which involves hyperreactive substances. These substances are extremely volatile. If the Asimov is destroyed, the reagents are likely to reach critical mass. Analysis predicts a shockwave of up to five kilometers in radius.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The station is in bad shape. We need to clear the area, then transport the scientists out of there.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
When the area is secure, the GTT Spomer will jump in and retrieve the scientists. After they have been safely evacuated, return to base.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
We have 5 ships waiting in the hangar. We have no time to get them fully loaded out, so you&#039;ll need to use what you&#039;ve got. Suit up! You&#039;re launching in two minutes.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Great job, pilot. You managed to protect the Asimov. All the data for project Tsunami has been secured, and it should be completed within days.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The crew of the GTC Ravage thanks you for saving their lives. The Shivans will find their assault on Antares far more difficult with the Ravage on board.&lt;br /&gt;
&lt;br /&gt;
For saving the crew of the GTC Ravage, we are awarding you the Medal of Conspicuous Gallantry.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The destruction of the GTS Asimov has struck a major blow to our attempts to preserve this sector. Due to the loss of the Asimov&#039;s data, Project Tsunami is no more.&lt;br /&gt;
&lt;br /&gt;
The prospect of destroying Shivan cruisers without the Tsunami bomb is daunting, to say the least.&lt;br /&gt;
&lt;br /&gt;
Without it, we have no chance of destroying enough major Shivan vessels to win this war.&lt;br /&gt;
&lt;br /&gt;
==La Ruota Della Fortuna==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-03a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Antares System&lt;br /&gt;
&lt;br /&gt;
2/15/35&lt;br /&gt;
&lt;br /&gt;
Our Mission&lt;br /&gt;
&lt;br /&gt;
The Hammer of Light has decimated the Vasudan fleet at Vega. Most of the surviving Vasudan forces have retreated to Deneb and Antares. Because our fleet is also holding Antares, relations between the VPE and the GTA have been strained.&lt;br /&gt;
&lt;br /&gt;
In order to quell the tension, we have been ordered to eliminate all Hammer of Light outposts in the vicinity. Fortunately, we have some new tools to assist us.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
New Technology: Phoenix V Missile&lt;br /&gt;
&lt;br /&gt;
Our first new weapon is the Phoenix V anti-bomber warhead. This missile can puncture even the thickest of shields, and can also be used effectively against larger targets, like freighters. More details are available in the Tech Room.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
New Technology: Medusa Bomber&lt;br /&gt;
&lt;br /&gt;
We have also acquired a wing of the new Medusa bombers. Though they are slower and less maneuverable than the Athena, they are far more powerful. Once again, full details can be found in the Tech Room.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
New Technology: Tsunami Space Bomb&lt;br /&gt;
&lt;br /&gt;
The new Tsunami bomb is the ultimate anti-cruiser weapon, and can be carried by the Medusas. Just a few of these will take out any cruiser, and the Hammer of Light Aten-class cruisers are no exception. You&#039;ll be using this bomb quite often against major Hammer of Light outposts.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Here in the Antares system we have detected a small HOL base of operations. Your squadron is being sent to eliminate it.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You will destroy all Hammer of Light ships, then jump back to the Galatea. The Galatea will be monitoring you in case the situation gets out of control. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We are pleased that you were able to suppress the Shivan influence in the Beta Aquilae system. Their arrival was unexpected, and battling the Shivans always takes a heavy toll on our forces. Fortunately, we can take some bitter comfort in the fact that they &amp;quot;helped&amp;quot; us eliminate the Hammer of Light presence in Beta Aquilae.&lt;br /&gt;
&lt;br /&gt;
In light of your recent achievements in protecting GTA space from the Shivan threat, we are awarding you with the Distinguished Service Cross. You are truly an outstanding pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Upon evaluating this mission, we have concluded that the Hammer of Light was gathered in the Beta Aquilae system only to lure the Shivans to the area. Now that a Shivan presence in Beta Aquilae has been established, God help the Alliance.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
It saddens us that this mission cost the Alliance so many of her fine pilots. It is our duty to honor their memories. Tragedies such as this must strengthen our resolve against our enemies.&lt;br /&gt;
&lt;br /&gt;
==Where Eagles Dare==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-04a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
In this mission we will be assaulting a secondary supply and rearming facility under Hammer of Light control. It is located in an asteroid belt in the Antares system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Intelligence indicates the main defenses will be two sentry guns and one wing of Vasudan fighters.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Recently, the transfer of cargo into this area has increased dramatically. It appears to be coming from the Ribos system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
This jump node to the Ribos system is approximately ten kilometers away. It will be the only means of escape. All of the Gemini transports and freighters must be destroyed before they reach the subspace node.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
A wing of GTA Freighters will come in to recover remaining cargo. Keep the area secure until they are finished. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
While you managed to secure the jump node, it is unfortunate that some of the Hammer of Light transports escaped. We can only hope the supplies they carried won&#039;t harm us in the future.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Excellent work. The area has been secured and no Hammer of Light ships escaped. Your persistence in accomplishing your objectives is to be commended.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Because we were unable to secure the jump node, our forces will not be able to reach Vasuda Prime. The Hammer of Light&#039;s Typhon-class destroyer, Anvil, has positioned itself at the jump point, blocking our escape. It seems only a matter of time before we are destroyed by the Shivans.&lt;br /&gt;
&lt;br /&gt;
==Tenderizer==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-05a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Antares System&lt;br /&gt;
&lt;br /&gt;
2/19/35&lt;br /&gt;
&lt;br /&gt;
The Tombaugh Attack&lt;br /&gt;
&lt;br /&gt;
Terran Intelligence has spent the last two weeks analyzing flight data from the Tombaugh station attack. The data on the Shivan Lucifer has been given special attention. Intelligence believes the Shivans were tracking the captured Taranis Cruiser through subspace to the station.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Lucifer&lt;br /&gt;
&lt;br /&gt;
Intelligence doesn&#039;t know how the Shivans tracked the Taranis escort, but they&#039;ve got a team of engineers trying to figure it out. They are also analyzing the shield system on the Lucifer. Unlike the shields on the Shivan fighters and bombers, this shield appears impervious, not merely resistant, to all of our weapons.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The Shivans Attack Plan&lt;br /&gt;
&lt;br /&gt;
With the loss of Tombaugh Station, the Shivans have gained control of the Ribos subspace node. That leaves only two subspace jumps between the Lucifer fleet and the Vasudan homeworld.&lt;br /&gt;
&lt;br /&gt;
We must defend Vasuda Prime. Not only is it the humane thing to do, but it&#039;s in our own interests. If the Shivans gain control of that system, it will be a short walk to Earth, itself.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The Location of Sol&lt;br /&gt;
&lt;br /&gt;
While their proximity to Earth is cause for concern, we have no reason to believe that the Shivans know the location of our homeworld. There are dozens of star systems off the Ribos node and the Shivans will likely have to examine them all. It is obvious, however, that they are narrowing it down, and we can&#039;t afford to give up one more inch.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
The Lucifer-class Destroyer was last sighted in the Ribos system, leading us to believe that Antares is the focal point for the next Shivan offensive. We&#039;re going to move the Galatea and its fleet to the Beta Aquilae system, in case the Shivans decide to attack Vasuda Prime through there.&lt;br /&gt;
&lt;br /&gt;
Command is sending another Orion-class destroyer, the GTD Bastion, to the Antares system to help us with the blockade. But for the time being we&#039;re the only defense.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
New Technologies: Hercules Fighter and Synaptic Cluster Bomb.&lt;br /&gt;
&lt;br /&gt;
I am pleased to announce we have two new weapons to use against the Shivans, the Hercules Heavy Assault Fighter, and the Synaptic cluster bomb. You may study these in the Tech Room. They will prove very useful.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
In order to protect Vasuda Prime, the GTD Galatea will be moving from Antares to Beta Aquilae.&lt;br /&gt;
&lt;br /&gt;
Alpha and Beta wings will provide escort.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The sentry guns surrounding the jump node were severely damaged in the recent Hammer of Light attack. Alpha wing will inspect the sentry guns, to determine if they are salvageable. Beta wing will provide cover.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The Galatea will jump into Antares, reset its coordinates, then jump to Beta Aquilae. Lately, the Hammer of Light has been attacking all ships passing through the jump node. It is your responsibility to destroy all enemy ships that you encounter.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
After the Galatea jumps to Beta Aquilae, you will be contacted by the Detiula Installation in the Antares system. There you will receive your briefing and move on to your next mission. Intelligence has specifically requested you and your wing for these missions. Good luck, Pilot.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Jumping out of a mission without even making an attempt to complete your objectives is gross negligence and borders on desertion.&lt;br /&gt;
&lt;br /&gt;
Your hearing is scheduled for 0700.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The destruction of the Galatea is a major loss for the Terran Alliance. Thousands of lives were lost due to your poor execution. Perhaps this task should have been given to a more skilled pilot.&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of all rank and duties in the GTA.&lt;br /&gt;
&lt;br /&gt;
==Shell Game==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-06a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We have reason to believe that the Shivan Destroyer Eva is in the Antares system near the Antares-Vega Jump Node.&lt;br /&gt;
&lt;br /&gt;
You will jump to this subspace node and investigate. Destroy all hostiles.&lt;br /&gt;
&lt;br /&gt;
Further orders will be given to you in-mission.&lt;br /&gt;
&lt;br /&gt;
Delta wing will be flying Medusa bombers and will assist you. If you need further assistance, you may call in Epsilon wing. Galactic Terran Intelligence out.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a bug because this stage doesn&#039;t ever get shown in a Red Alert briefing. Please don&#039;t report it as one.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We are disappointed that you saw fit to ignore a direct order and destroy the Shivan cargo. We had hoped to examine the cargo to learn more about the Shivan technology.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
We have recovered two of the abandoned cargo containers. Intelligence believes analysis will prove useful so that the Stern and Dobbs won&#039;t have been lost in vain.&lt;br /&gt;
&lt;br /&gt;
You are awarded the Good Conduct medal for your continuing service to the Alliance.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
It saddens us that so many pilots lost their lives in this mission. Fortunately the recovery of the Shivan cargo containers means their loss was not in vain.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
It took great skill to destroy the freighters while preserving the cargo. Well done, pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
That you were also able to destroy all Shivan transports is impressive.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Leaving the area before completing mission objectives is gross negligence. Because of your cowardice, innocent lives will be lost. Such conduct can not be tolerated.&lt;br /&gt;
&lt;br /&gt;
==Enter the Dragon==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-07a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Deneb System&lt;br /&gt;
&lt;br /&gt;
2/20/35&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
We are under general quarters because a fighter patrol detected advance ships from the Lucifer fleet approaching Vasuda Prime.&lt;br /&gt;
&lt;br /&gt;
Somehow, the Shivan forces have circumvented our blockade at Antares, and now control the Deneb system. We are en route to Deneb as we speak. ETA is thirty-five minutes, so when you leave here, report to your wing station for immediate mission briefings.&lt;br /&gt;
&lt;br /&gt;
The Lucifer itself is behind the vanguard force, so we can expect it to make an appearance at any time.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
New Technology: Ulysses Advanced Fighter&lt;br /&gt;
&lt;br /&gt;
The Vasudan-Terran Ulysses project has been completed, and the Galatea has received a complement of these fighters. It is the most maneuverable craft ever developed by the PVN or the GTA, and it should be extremely useful in this next series of sorties. It can also be equipped with the Prometheus cannon, the most powerful cannon weapon we&#039;ve ever developed. Use them both well.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Capturing a Shivan Fighter&lt;br /&gt;
&lt;br /&gt;
Intelligence has concocted a daring plan to enable us to learn more about the Shivans. We are going to attempt to capture a Shivan fighter. Suit up and report to your wing stations for briefings immediately.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Shivans have established quite a base of operations in the Deneb system. They have multiple supply depots scattered across the system, as well as several repair centers for their damaged fighters.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Each of their repair stations consists of a Cain-class cruiser and extra supplies. The Shakti is one such cruiser in the area.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
All fighters in the area around the Shakti are damaged and in need of repair. This makes them easy targets. One of our objectives in this mission is to put this repair station out of commission. This will greatly reduce Shivan capability in the Deneb system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
All the fighters in the area near the Shakti are damaged and in need of repair. This makes them easy targets.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
One of the fighters being repaired by the Shakti is a Dragon-class fighter, designated &#039; Arjuna 1&#039;. The Dragon is the Shivans&#039; most maneuverable craft, and the most dangerous.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Intelligence has requested that we capture the Dragon for research purposes. Since the Arjuna 1 Dragon is very low on power, it is in a weakened state, and is the best candidate for this operation. You must disable Arjuna 1 by destroying its engine subsystem.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
Once Arjuna 1 has been disabled, the Charon will dock with it and jump back to the Galatea. We must capture Arjuna 1. We cannot allow it to be destroyed. To this end, we&#039;ve equipped your craft with an advanced disruptor cannon. Use it to take out its engines.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Since this station is so poorly defended, we are sending only Alpha and Beta to attack. Alpha will cover Beta until the Shakti has been destroyed. Then Alpha will attempt to disable Arjuna 1.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
Since this station is so poorly defended, we are sending only Alpha and Beta to attack. Alpha will cover Beta until the Shakti has been destroyed. Then Alpha will attempt to disable Arjuna 1.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 10&lt;br /&gt;
&lt;br /&gt;
If Alpha fails to disable Arjuna 1, Delta wing will be available. As Delta is currently guarding the Bastion, we will only send them in if it is imperative. However, we believe you can do it without their help.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 11&lt;br /&gt;
&lt;br /&gt;
Because we are custom outfitting your ship, you will not be able to customize your loadout. You have your orders. Dismissed.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Great work Alpha 1. We&#039;ve destroyed a Shivan repair depot, and managed to get ahold of an intact Shivan fighter. Our technicians are currently working on reverse engineering it.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
For your excellent piloting abilities, the GTA has decided to award you the Distinguished Flying Cross. Congratulations.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Your failure to destroy the Shakti has crippled our chances of holding the Deneb sector. Such critical failures cannot be tolerated.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Good work destroying the Shakti. Delta wing was successful in capturing the Dragon-class fighter. However, due to Delta&#039;s absence, the Bastion took quite a beating near Deneb 3. She survived, but is in need of repairs. It is unfortunate that you needed their help to disable a single Shivan fighter.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
You were specifically ordered not to destroy Arjuna 1. Yet it was destroyed. Such insubordination cannot be tolerated. While we regret having to do so, we are grounding you for the next three months.&lt;br /&gt;
&lt;br /&gt;
==Playing Judas==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-08a.fsm&lt;br /&gt;
----&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Galatea&lt;br /&gt;
&lt;br /&gt;
Deneb System&lt;br /&gt;
&lt;br /&gt;
2/31/35&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
We have now entered the Deneb system. After your investigation of the Lucifer at Antares, Terran Command has deduced that the Shivans will be attempting a multiple pronged attack on Vasuda Prime coming from Deneb and Antares.&lt;br /&gt;
&lt;br /&gt;
The Intrepid and the Minnow will be in charge of protecting the Antares-Vasuda Prime node, while the Galatea and the Bastion will be guarding Deneb.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Shivan Attack&lt;br /&gt;
&lt;br /&gt;
We expect the main force of the Shivan attack will come through Antares, led by the Lucifer. A smaller secondary force, led by the Demon-class destroyer Eva, will come through Deneb. The Shivans already control the Vega-Deneb Jump Node, so our defense will have to be at the Deneb-Vasuda Prime Jump Node.&lt;br /&gt;
&lt;br /&gt;
Finding and destroying the Eva destroyer is our top priority.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The Captured Shivan Dragon&lt;br /&gt;
&lt;br /&gt;
As you know, we captured a Shivan Dragon-class fighter in Beta Aquilae. Our technicians have retro-fitted this alien fighter with Terran instrumentation and gotten it into working condition.&lt;br /&gt;
&lt;br /&gt;
However, there are a few flaws with our redesign. We could not get the Shivan weaponry to operate, so this fighter has been equipped with Terran weaponry. We also could not properly operate the lateral thrusters or afterburners, so the ship&#039;s maneuverability is limited.&lt;br /&gt;
&lt;br /&gt;
We also have had some difficulty with the Shivan engine systems. In test runs, the Dragon broke down for short periods of time. We are looking into this problem as we speak.&lt;br /&gt;
&lt;br /&gt;
The capture of this Shivan fighter will bring great strides in fighter technology to the Alliance.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
In this mission we will be using the captured Shivan Dragon-class fighter on a scouting mission in the Deneb system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Shivans seem to be bringing in a large number of vessels into the Deneb system through the Vega jump node. We believe this is in preparation for a preliminary assault on Vasuda Prime.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Because the Shivans have tight control over the Vega-Deneb jump node, we cannot send in a Terran scout. By flying the Shivan Dragon, we believe you will be able to slip in undetected.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
There are four Shivan fighters in the area, maintaining tight patrol. If you come into close range with these fighters, they will certainly scan your ship, detect your presence, and open fire. Avoid contact with any of the Arjuna fighters.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Arjuna seems to be maintaining consistent patterns in their patrol.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
On arrival, observe their flight pattern and plan your course to avoid contact.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
In the event that you are engaged by Arjuna wing, return to the Galatea immediately.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to conduct a close scan of all ships that pass through the Vega-Deneb Jump Node. This includes warships, freighters, and transports. Try to determine the contents of any cargo containers in the area, as well.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
We have reason to believe that a Shivan Demon-class destroyer, the Eva, will be passing through this area. If it does, it is imperative that you scan it. Remember that your fighter is only partially functional, and it&#039;s flight systems will behave unpredictably. Be careful. Command out.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You failed to scan enough ships for Intelligence to analyze the Shivan forces effectively. With the Lucifer class destroyer in the area, we are in grave danger. Your failure to collect the needed data will have dire consequences.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You were unable to stay in the area long enough to get a clear reading on the Shivan attack force. This failure will cost us dearly.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Pilot, you bring us terrible news. If both the Eva and the Lucifer are here in Deneb, it will be extremely difficult to stop the Shivan attack. Still, you did an excellent job scanning the Shivan warships. Well done.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
It is unfortunate you were unable to get readings on the Shivan freighters and transports. It would have been useful to know what supplies the Shivans were bringing into the area.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The fact that you were also able to scan the Shivan supply ships is truly outstanding. Your courage and piloting skills are to be commended.&lt;br /&gt;
&lt;br /&gt;
However, the news is bad. The Shivans have enough supplies in those ships to sustain a lengthy assault on Vasuda Prime. We believe their attack force will consist of at least eight full squadrons of fighters, both Genma cruisers, the Eva, and the Lucifer. Things do not look good.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
The cargo you identified contains parts for Shivan fighters. This leads us to believe that the Shivans will set up a base in the Deneb sector, near Vasuda Prime. This information will be invaluable in planning our counterstrike.&lt;br /&gt;
&lt;br /&gt;
==Evangelist==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-09a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Eva has entered the Deneb system. She is fully armed and is poised to attack the Deneb-Vasuda Prime jump node.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
She is protected by Arjuna and Krishna wings.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Alpha wing will lead an attack squadron to destroy the Eva. Alpha will fly bombers. Gamma and Beta will cover them.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
We suggest you damage the weapons subsystem on the Eva before you launch your Tsunami bombs. This will prevent the Eva from shooting them down.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
You may need to call in a support ship to rearm yourself. It is estimated that at least 20 Tsunami bombs will be needed to take the Eva down.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Destroying the Eva is imperative. With the Lucifer in the system as well, we cannot tolerate the presence of another Shivan capital ship. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
If you were playing this through a campaign, you would never see this. It would take you straight into the next mission.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You failed to destroy the Eva. We cannot hope to defend this system against two Shivan capital ships. We will now be retreating to Vasuda Prime, where we must make a stand.&lt;br /&gt;
&lt;br /&gt;
==Doomsday==&lt;br /&gt;
----&lt;br /&gt;
Start sm2-10a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Galatea is under fire from Shivan forces and looks sure to be lost. Long range sensors indicate at least four wings of bombers and interceptors. The Lucifer is also somewhere in the area. The Galatea must be protected until we can evacuate the personnel.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Good job destroying the Eva.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Galatea has been destroyed. Many lives, many friends are gone. Everyone in the Terran Alliance feel this loss deeply.&lt;br /&gt;
&lt;br /&gt;
Yet, greater is the tragedy of the Vasudans. There is nothing between the Shivan fleet and Vasuda Prime. Soon their homeworld will be gone.&lt;br /&gt;
&lt;br /&gt;
Our fighters fought bravely to preserve the Galatea, but there was nothing to be done. The Lucifer was too powerful.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The Galatea has been destroyed. Not by the hand of a cruiser or a destroyer. But by a bomber. This is truly a sad day for the Alliance. If a squadron of bombers can destroy one of our flagships, how can we defeat the Lucifer?&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You fled the most important battle of your career. The Galatea has been lost and the people of Vasuda Prime are doomed.&lt;br /&gt;
&lt;br /&gt;
Such cowardice is unconscionable. You are permanently grounded.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Many lives were saved by the Hermes escape pods. For that we are thankful. But we mourn the loss of Admiral Wolf. He was a great commander and he died with the ship he loved.&lt;br /&gt;
&lt;br /&gt;
All surviving pilots are reassigned to the GTD Bastion. Though we all lost friends on the Galatea, there is no time to mourn the dead. The fate of the Alliance is grim.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
For surviving the death of your capital ship, and saving the lives of many others due to this, the GTA has awarded you the Galatea Survivor.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Countless lives were lost in the destruction of the Galatea. The Shivans even destroyed many of the escape pods.&lt;br /&gt;
&lt;br /&gt;
All surviving pilots are reassigned to the GTD Bastion. Though we all lost friends on the Galatea, there is no time to mourn the dead. We hope for the chance to avenge their deaths.&lt;br /&gt;
&lt;br /&gt;
==Exodus==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-01a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Bastion&lt;br /&gt;
&lt;br /&gt;
Alpha Centauri System&lt;br /&gt;
&lt;br /&gt;
3/1/35&lt;br /&gt;
&lt;br /&gt;
New Assignments&lt;br /&gt;
&lt;br /&gt;
This is Admiral Shima. I&#039;ll be delivering your command briefs while you&#039;re onboard the GTD Bastion. I extend a welcome to all pilots formerly stationed on the Galatea. I wish your reassignments could have come under better circumstances.&lt;br /&gt;
&lt;br /&gt;
The loss of the Galatea is a great blow to all of us. We&#039;ve lost many friends and loved ones. We&#039;ve also lost many great pilots. We will need to double our efforts if we plan on stopping the Shivan fleet.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Destruction of Vasuda Prime&lt;br /&gt;
&lt;br /&gt;
This brings me to the reason for this briefing. As some of you may have already heard, shortly after the destruction of the Galatea at nineteen-hundred last night, we received word that the Shivan Lucifer made the jump to Vasuda Prime. The Lucifer fleet bombarded Vasuda Prime from orbit for thirteen hours straight.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Aftermath of Vasuda Attack&lt;br /&gt;
&lt;br /&gt;
Most escaping transport ships were destroyed. All major Vasudan cities were leveled, and most of the landmass was rendered uninhabitable. All of our attacks launched from the nearby installations were defeated.&lt;br /&gt;
&lt;br /&gt;
We have lost contact with all Terran ships in the area, but it appears that the Shivan fleet has now moved on. It&#039;s estimated that four billion innocent Vasudans lost their lives in the attack.&lt;br /&gt;
&lt;br /&gt;
Terran Command is preparing to help evacuate all survivors to other habitable worlds in the area.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
What we need to concentrate on now is keeping the Lucifer fleet from making further moves towards Earth. We&#039;ve been put on standby status and ordered to assist in all evacuation operations in Vasuda Prime and the surrounding systems.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve lost Deneb. Antares is virtually undefended. Vasuda is a contested system.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
New Technology: Banshee Laser&lt;br /&gt;
&lt;br /&gt;
The Banshee laser is now ready for deployment. We just received a partial shipment of them. The Banshee is specifically designed to take down Shivan shields.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
New Technology: Hornet Swarm Missile&lt;br /&gt;
&lt;br /&gt;
We have also received a full supply of Hornet Swarm missiles. These are the best anti-fighter missiles in our arsenal, and we expect they will receive heavy use on the Bastion. Full details are available in the Tech Room.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Pilot Attend: As you know, Vasuda Prime has been devastated. Our focus must now shift to the evacuation of the survivors. You are to take your wing to the subspace node cluster in the Alpha Centauri system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
There are 3 subspace nodes in this sector. They lead to Vasuda, Aldebaran, and Sirius. Civilians will be transported from Vasuda to Aldebaran.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Vasudan warships will travel to and from both the Sirius and Vasuda jump points&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Because of the strategic importance of this system, we expect the Shivans to try to secure it quickly. You will ensure the safe passage of all Allied vessels in the area. Additional orders will be sent to you as they arise.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You did an outstanding job in protecting the Vasudan transports. Through your actions we were able to save countless lives. You should feel proud of this accomplishment.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
You were also able to keep the area secured until we established a stronger foothold in the system. Well done.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Far too many ships were lost in this evacuation operation. This is a great blow to the Vasudan morale and will put an enormous strain on the Terran-Vasudan relations. It is unfortunate that you were unable to do more to help those refugees.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
However, we were not able to secure the area because you left your post before you were relieved. This is not the kind of performance we have come to expect from you. Perhaps our trust in your abilities is misplaced.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
You were also unable to secure the area against future Shivan attacks. It will be very difficult to retake this sector of space.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
What we are most impressed with, however, is your protection of each and every ship. We did not lose a single freighter or transport, and the Mecross is safe from Shivan bombers.&lt;br /&gt;
&lt;br /&gt;
This is truly an amazing accomplishment, and for this we are awarding you the Meritorious Unit.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 7&lt;br /&gt;
&lt;br /&gt;
It is unfortunate that the Mecross was destroyed during the battle. Her loss is keenly felt. We realize the odds were stacked against you, and we do not hold you responsible.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 8&lt;br /&gt;
&lt;br /&gt;
We did lose a few refugee ships during this evacuation operation. We have contacted the PVE and expressed our regrets.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 9&lt;br /&gt;
&lt;br /&gt;
We are pleased you were able to use Delta wing to accomplish all of your objectives. However, you should try to keep your use of reinforcements at a minimum. If every wing commander leader requested reinforcements at every opportunity, we would run out of fighters.&lt;br /&gt;
&lt;br /&gt;
==Last Hope==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-02a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The PVD Hope is leaving the Antares system after an intense battle. It has sustained moderate damage and will be jumping to the Beta Aquilae system.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
We are sending two wings to help cover the Hope while it is being repaired. The Vasudans are sending their own fighters to stand guard over the Hope, but it will be some time before they arrive.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
The Hope should be in the system when you arrive. We do not believe the Shivans have enough forces in the system to mount a serious attack, but their strategies are difficult to predict. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Well done, Pilot. This mission was quite a bit more intense than we had expected, thanks to the Shivans. Fortunately you were able to hang on until the Vasudan reinforcements arrived. Very impressive.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
For protecting one of the few remaining Vasudan Typhon-class destroyers, you are awarded the medal of Conspicuous Gallantry. Wear it proudly.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
You failed to protect the Hope. Even though we were not expecting an attack from the Shivans, you needed to protect that ship. Due to your failure, our hold on this sector becomes even more tenuous. We all have to perform beyond our abilities in this war, Pilot. Dismissed!&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Abandoning your post in such a serious mission is deplorable. You are indefinitely grounded. Dismissed.&lt;br /&gt;
&lt;br /&gt;
==A Failure to Communicate==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-03a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Red Alert! The Beta Aquilae installation is under attack. The Lucifer has been sighted in the area. Protect it at all costs. Additional orders will be given to you on site.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
There was nothing you could do to preserve the Aquilae. There was too little time and the Lucifer is too powerful.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Fortunately you were able to save some of the escape pods. The survivors thank you and look forward to the chance to avenge the destruction of the Aquilae.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Protecting all the escape pods is most impressive. The survivors thank you and hope we can avenge the destruction of the Aquilae.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
By protecting the Beta Aquilae Communications Terminal we are able to keep in contact with our forces in the outer systems. Losing the communication terminal would have been a severe blow. Well done pilot.&lt;br /&gt;
&lt;br /&gt;
For continued service to the Alliance, we are awarding you the Good Conduct Medal. Keep it up.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
We lost many escape pods in the battle as well. Such a loss of life is difficult to bear. Several key scientists were unable to evacuate the installation. They, and their research, will be sorely missed.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Disobeying orders and departing during battle is inexcusable. You are indefinitely grounded. Dismissed&lt;br /&gt;
&lt;br /&gt;
==Reaching the Zenith==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-04a.fsm&lt;br /&gt;
----&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Bastion&lt;br /&gt;
&lt;br /&gt;
Ribos System&lt;br /&gt;
&lt;br /&gt;
3/2/35&lt;br /&gt;
&lt;br /&gt;
State of the Alliance&lt;br /&gt;
&lt;br /&gt;
We have now lost vital ground to the Shivans in the Antares system and Sirius. The number of systems between the Shivans and Earth are dwindling fast. Fortunately, we were able to save the Beta Aquilae communications terminal. Aside from that single post, we have lost communications with every outer colony.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Transmission from Altair&lt;br /&gt;
&lt;br /&gt;
The following transmission was picked up by the Terran listening outpost in the Beta Aquilae system.&lt;br /&gt;
&lt;br /&gt;
&amp;quot; are a group of Vasudan refugees seeking the assistance of any Terran ships. We were onboard a Vasudan science outpost when it was destroyed by the Shivans. We managed to land on this uncharted planet when our escape pod lost power. It&#039;s uninhabited, but we uncovered the remains of an ancient civilization. They were neither Terran nor Vasudan nor Shivan.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Transmission Continued&lt;br /&gt;
&lt;br /&gt;
Our scanning equipment was able to locate a storage device of some sort. It was heavily protected, which suggests it stores something quite valuable, possibly information or technology. We are attempting to decipher the language of the device, but are fearful of Shivan attacks.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Transmission Continued&lt;br /&gt;
&lt;br /&gt;
I say this because it is immediately apparent that this planet was also destroyed by Shivan weapons. This is difficult to believe, considering the age of the remains, but the evidence is conclusive. What we ask is for rescue and an escort away from this planet. Our scientists are not normally a superstitious group, but having one&#039;s homeworld destroyed tends to shake your beliefs. Please send an armed rescue as soon as possible to these coordinates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
Your next series of missions will require both massive firepower and intelligence. For this reason, I am assigning Alpha 1 to lead these missions. We will be attempting to rescue the Vasudan refugees from Altair.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
New Technology: Jump Drives&lt;br /&gt;
&lt;br /&gt;
This mission will be facilitated by the new subspace drive we have received. For years the GTA has tried to give a fighter the ability to do intersystem jumps. After monitoring the Beta Aquilae engagements, the GTA science colony at Sol has finally been able to solve the puzzle. All GTA fighters are currently being equipped with intersystem subspace drives.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
New Technology: Project Ursa&lt;br /&gt;
&lt;br /&gt;
Reasearch and Development have nearly completed project Ursa, which should be our best bet at defeating the Shivan Lucifer Destroyer. For those of you that haven&#039;t been keeping up, Project Ursa is an attempt to make a new type of Heavy Bomber capable of carrying the Harbinger bomb.&lt;br /&gt;
&lt;br /&gt;
We expect that a wing of Ursas will be available to you on your return trip from Altair.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
New Technology: Harbinger Bomb&lt;br /&gt;
&lt;br /&gt;
The Harbinger will assist us greatly in any attacks against capital ships. Until recently, Harbingers were reserved for planetary attacks only. With this project nearing completion, we may be able to finally defeat the Lucifer.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
New Technology: Disruptor Missile&lt;br /&gt;
&lt;br /&gt;
You may or may not want to use the new Disruptor missile to assist you in the next few missions. It is the only missile in our arsenal which allows us to completely shut down a cruiser for a short amount of time. It&#039;s definitely worth a look, details are in the Tech Room.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
As you already know, the Shivans have begun a massive offensive. They have completely cut us off from all of the outer colonies, and have our forces confined to nine systems that form the heart of Terran space.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
However, in what used to be Vasudan space at Altair, a group of Vasudan refugees has apparently unearthed records from a long dead civilization. Terran Command believes the information in these records to be of great importance.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
We have located one potential weak point in the Shivan barrier encircling us. The Deneb jump node to the Altair system is being guarded by only one cruiser, the Zenith.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The Zenith is currently on patrol with just two wings of Shivan fighters, the Arjuna interceptors, and the Rama superiority fighters. However, we believe they are able to call in reinforcements.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
Your primary objective will be to destroy the Zenith. Take out the Zenith&#039;s communications system first to prevent it from calling in reinforcements. If you&#039;re unable to do that, go after all weapons systems, including turrets and missile launchers.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
Alpha wing will provide cover for the bombers. Gamma wing will assist Alpha and will attempt to take out the communications system on Zenith. Beta will be equipped with Tsunami bombs, and will be targeting suspected weak points on the Zenith&#039;s hull.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
After you have completed these tasks, stand by for further orders. Good luck, Alpha 1.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You were ordered to stay in the area until you received further orders. Yet you jumped out and the mission is a failure. You are hereby grounded. Dismissed.&lt;br /&gt;
&lt;br /&gt;
==Running the Gauntlet==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-05a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
As you already know, we are sending scientists to the Altair system to investigate records found on Altair 4. Command hopes they will aid us in our war with the Shivans.&lt;br /&gt;
&lt;br /&gt;
The Rosetta is currently carrying the scientists. It will rendezvous with two transports, Omega 1 and Omega 2. All three ships should be arriving within a few minutes.&lt;br /&gt;
&lt;br /&gt;
Omega wing will dock with the Rosetta as soon as they arrive. Oversee this personnel transfer, then escort Omega 1 and Omega 2 to the Jump Node&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You managed to get both transports to the Altair system. If the information at Altair 4 proves as valuable as the Vasudan refugees suspect, then the Terran and Vasudan people will owe you a great debt. Well done, pilot.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
A crucial transport was lost. We hope the one that managed to get through will be adequate to recover the information from Altair 4. We relied on you to safeguard the transit of the scientists and you were only marginally successful. We expect better in the future.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Both transports were destroyed. You were entrusted with a mission of enormous importance and you failed. Dismissed.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The crew of the Rosetta sends their thanks. When the Lucifer jumped in, they all but gave up hope of survival. Your squadron was able to hold off the enemy and that is most impressive. For this, you are awarded the Commendation Medal.&lt;br /&gt;
&lt;br /&gt;
==Black Omega==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-06a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We have successfully extracted the records from Altair 4. They have been partially deciphered, and are being moved back to Terran Space. Omega transports will once again be handling the movement of the scientists and the records.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
We have successfully extracted the records from Altair 4. They have been partially deciphered, and are being moved back to Terran Space. Omega will once again be handling the movement of the scientists and the records.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Altair system is still controlled by the Hammer of Light. One of their flagships, the Anvil, is stationed here, and has gotten word of our presence in this system. It is currently blocking the vector to the subspace node.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Altair system is still controlled by the Hammer of Light. One of their flagships, the Anvil, is stationed here, and has gotten word of our presence in this system. It is currently blocking the vector to the subspace node.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The Anvil carries with it a powerful contingent of Vasudan fighters. Intelligence reports two squadrons: one of advanced Thoth space superiority fighters, and one of Horus Interceptors. These fighters have defended the Anvil well.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 6&lt;br /&gt;
&lt;br /&gt;
The Anvil carries with it a powerful contingent of Vasudan fighters. Intelligence reports two squadrons: one of advanced Thoth space superiority fighters, and one of Horus Interceptors. These fighters have defended the Anvil well.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 7&lt;br /&gt;
&lt;br /&gt;
Intelligence has also detected the presence of a third wing of Vasudan bombers in the system. They will undoubtedly try to attack our fleeing transports.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 8&lt;br /&gt;
&lt;br /&gt;
Intelligence has also detected the presence of a third wing of Vasudan bombers in the system. They will undoubtedly try to attack our fleeing transport.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 9&lt;br /&gt;
&lt;br /&gt;
Your strike force will once again consist of Alpha, Beta and Gamma wings. Gamma will provide escort for Alpha while Alpha attacks the Anvil. Beta will ensure the safety of the transports and maintain our fighter superiority.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 10&lt;br /&gt;
&lt;br /&gt;
The Anvil must be destroyed. We are equipping Alpha with Harbinger bombs. These bombs require exact placement and careful maneuvering, but will do massive damage to the Anvil. Beta and Gamma must ensure that the Harbingers reach their target.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 11&lt;br /&gt;
&lt;br /&gt;
The Anvil must be destroyed. We are equipping Alpha with Harbinger bombs. These bombs require exact placement and careful maneuvering, but will do massive damage to the Anvil. Beta and Gamma must ensure that the Harbingers reach their target.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 12&lt;br /&gt;
&lt;br /&gt;
Our primary goal, however, is to ensure that Omega 1 and Omega 2 reach the jump node. Destroying the Anvil is the best way to ensure that this goal is accomplished. This mission is of grave importance. Do not fail, Pilot. Good luck.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 13&lt;br /&gt;
&lt;br /&gt;
Our primary goal, however, is to ensure that Omega 1 reaches the jump node. Destroying the Anvil is the best way to ensure that this goal is accomplished. This mission is of grave importance. Do not fail, Pilot. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
You lost both transports. This is a catastrophe. Terran Command viewed this mission as our last hope. The Lucifer is about to enter the jump node to Sol system and we have no means of stopping it.&lt;br /&gt;
&lt;br /&gt;
There is nothing we can do from here.&lt;br /&gt;
&lt;br /&gt;
Dismissed.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Mission accomplished, Pilot. We haven&#039;t yet been briefed on the full importance of the ancient records, but Terran Command is extremely pleased. Further orders are expected soon.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
At least we were able to save one of the transports. We lost half the data, but the half you retrieved just might be enough. In ordinary circumstances, we&#039;d reprimand you pilot. But in these circumstances we have no choice but to put you back into battle. The final conflict looms. All our forces are gathering for a last counterstrike.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
It is impressive that you managed to destroy a primary flagship of the Hammer of Light. Perhaps this will put an end to their resistance. Fighting the Hammer of Light has been a great strain on the Terran-Vasudan alliance.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
For this we are awarding you the Medal of Honor. This is a rare and coveted medal given only to the finest pilots in the GTA. Congratulations.&lt;br /&gt;
&lt;br /&gt;
==Clash of the Titans==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-07a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Command Briefing===&lt;br /&gt;
COMMAND BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
GTD Bastion&lt;br /&gt;
&lt;br /&gt;
Sirius System&lt;br /&gt;
&lt;br /&gt;
3/29/35&lt;br /&gt;
&lt;br /&gt;
The Lucifer&lt;br /&gt;
&lt;br /&gt;
The Shivans have finally determined the location of the Sol system. The Lucifer has moved into position here in Sirius for the subspace jump to Delta Serpentis.&lt;br /&gt;
&lt;br /&gt;
From Delta Serpentis, she will certainly make the jump to Sol to destroy our homeworld.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
New Information&lt;br /&gt;
&lt;br /&gt;
From the records you retrieved in Altair, we have discovered the means to destroy the Lucifer. As you know, our shield systems do not work in subspace. The same holds true for the Lucifer. More importantly, the records contain the information to enable us to track a capital ship into and inside subspace.&lt;br /&gt;
&lt;br /&gt;
If we can track the Lucifer into subspace, we believe a small strike force may be sufficient to destroy it.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Our Orders&lt;br /&gt;
&lt;br /&gt;
We have been assigned the task of destroying the Lucifer before she reaches Sol. The Bastion is currently en route to intercept the Lucifer at the Sirius-Delta Serpentis subspace node.&lt;br /&gt;
&lt;br /&gt;
The Bastion will attempt to provide close cover, while Ursa bombers deliver a payload of Harbingers. We believe that without the shielding system it&#039;s relied on so heavily, the Lucifer will be vulnerable.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this is a time critical operation. If we do not enter subspace soon after the Lucifer, we cannot launch our attack.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 4&lt;br /&gt;
&lt;br /&gt;
Destroying the Lucifer&lt;br /&gt;
&lt;br /&gt;
From your earlier scans of the Lucifer in the Deneb system, we have determined that it is powered by five primary reactors. These reactors are spread out across the Lucifer.&lt;br /&gt;
&lt;br /&gt;
If all five reactors are destroyed in a short period of time, the Lucifer won&#039;t have a chance of surviving.&lt;br /&gt;
&lt;br /&gt;
COMMAND BRIEFING 5&lt;br /&gt;
&lt;br /&gt;
We don&#039;t have much time. Report for mission briefings immediately.&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
We have few chances to stop the Lucifer. It is heading to the Sol system but we have an opportunity to head them off at Sirius.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
If you encounter the Lucifer in Sirius hold it off until the rest of the fleet can catch up with you.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
The Bastion was severely damaged in this battle. More of the burden of destroying the Lucifer will shift to the bombers. The Bastion will be of limited assistance.&lt;br /&gt;
&lt;br /&gt;
We are now proceeding to the Delta Serpentis system.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 2&lt;br /&gt;
&lt;br /&gt;
The GTD Bastion is in prime condition to assault the Lucifer. We are proceeding to Delta Serpentis now.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 3&lt;br /&gt;
&lt;br /&gt;
For your outstanding defense of the GTD Bastion, you are awarded the Military Defense Medal.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 4&lt;br /&gt;
&lt;br /&gt;
The Bastion has been destroyed. There is little hope of stopping the Lucifer at this point. This is the saddest of days for the Alliance. The Lucifer is expected to reach Earth in 40 hours.&lt;br /&gt;
&lt;br /&gt;
DEBRIEFING 5&lt;br /&gt;
&lt;br /&gt;
The Bastion made the jump to Delta Serpentis and you didn&#039;t you follow her? She was destroyed shortly after her arrival. We have no way of stopping the Lucifer. This is certainly the end of the Alliance. The Lucifer is expected to reach Earth in 40 hours.&lt;br /&gt;
&lt;br /&gt;
==The Great Hunt==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-08a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
In a few minutes we will be entering the Delta Serpentis sector. We will then begin the most important engagement in our history. We will fight for the very survival of Earth.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
Our plan is to rapidly close the distance with the Lucifer so that the Bastion will be able to enter subspace just behind her. Once in subspace, we will attack and destroy the Lucifer.&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 3&lt;br /&gt;
&lt;br /&gt;
Your task will be to provide cover for the Bastion so that it can quickly converge on the Lucifer.&lt;br /&gt;
&lt;br /&gt;
That destroyer must be stopped at all costs. Failure is absolutely not an option here, pilots. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Why you chose to leave the battle area is a complete mystery. If any historians survive the destruction of Earth, they will surely wonder what went through your mind.&lt;br /&gt;
&lt;br /&gt;
In a battle for the fate of Earth, you fled like a coward.&lt;br /&gt;
&lt;br /&gt;
==Good Luck==&lt;br /&gt;
----&lt;br /&gt;
Start sm3-09a.fsm&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mission Briefing===&lt;br /&gt;
MISSION BRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Your objective is to destroy the Lucifer. The Lucifer has five reactors located on its main hull. In order to eliminate the Lucifer, these reactors must be destroyed&lt;br /&gt;
&lt;br /&gt;
MISSION BRIEFING 2&lt;br /&gt;
&lt;br /&gt;
This stage will never be seen, and if you are looking at it, ignore it. Red Alert missions only have one stage.&lt;br /&gt;
&lt;br /&gt;
===Debriefing===&lt;br /&gt;
DEBRIEFING 1&lt;br /&gt;
&lt;br /&gt;
Congratulations on finishing the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Transcripts]]&lt;br /&gt;
[[Category:Canon reference]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:The_McCarthy_trials&amp;diff=35330</id>
		<title>Talk:The McCarthy trials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:The_McCarthy_trials&amp;diff=35330"/>
		<updated>2011-06-27T18:49:05Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The trials apparenty became quite famous, and had, by 2367, become assumed knowledge due to their being part of the standard Terran school curriculum.&amp;quot; Where is it said that the trials become part of the school curriculum? - [[User:TopAce|TopAce]] 12:52, 15 November 2009 (UTC)&lt;br /&gt;
*The Briefing of the first 242nd Suicide Kings training mission:&lt;br /&gt;
:&amp;quot;&#039;&#039;The GTA formed the Suicide Kings in the Great War, when the old Valkyrie fighter went into service after the Shivan attack on Ross 128. The 242nd was stationed on the Galatea back then, and our first mission was the capture of Lieutenant Alexander McCarthy. We all studied the McCarthy trials in school, pilot. We&#039;re a part of history here, though the Galatea is long gone and the Valkyrie has since been retired.&#039;&#039;&amp;quot; - [[User:Snail|Snail]] 15:20, 15 November 2009 (UTC)&lt;br /&gt;
**Okay. - [[User:TopAce|TopAce]] 15:31, 15 November 2009 (UTC)&lt;br /&gt;
The referred to &amp;quot;school&amp;quot; can, of course, be pretty much &#039;&#039;any&#039;&#039; school; a college of law, a military or navy academy, a high school, a university, a specialized institute, et cetera, et cetera; the possibilities for conjecture are literally endless. Also keep in mind the person being quoted is military/navy talking to a fellow military/navy, thus automatically making the frame of reference different from civilian references. While I certainly understand the conjecture and why it is being proposed, the fact is there is too little information presented in the FreeSpace canon for it to be a valid inference. I challenge the conjecture and propose its&#039; removal from the article. I will proceed from the assumption Snail will oppose such a measure vehemently, and so the very least I will accept is a rewording of the sentence, in order to make it more ambiguous. --[[User:Selectah|Selectah]] 13:08, 27 June 2011 (UTC)&lt;br /&gt;
**Go ahead. - [[User:Snail|Snail]] 17:14, 27 June 2011 (UTC)&lt;br /&gt;
Fixed it a little bit; there is really not much in canon to go by &#039;&#039;in re&#039;&#039; McCarthy. I like you too, Snail. --[[User:Selectah|Selectah]] 18:49, 27 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_McCarthy_trials&amp;diff=35329</id>
		<title>The McCarthy trials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_McCarthy_trials&amp;diff=35329"/>
		<updated>2011-06-27T18:46:12Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:McCarthy.JPG|thumb|right|Lieutenant Alexander McCarthy in 2335.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The McCarthy trials&#039;&#039;&#039; were the well publicized trials of Lieutenant [[Alexander McCarthy]] regarding his part in the [[Heist of the Avenger Prototype|attempted sale of the plans for the]] [[Avenger|GTW Avenger]] to the [[Vasudans]] during the [[Terran-Vasudan War]], immediately before the commencement of the [[Great War]] against the [[Shivans]].&lt;br /&gt;
&lt;br /&gt;
The trials apparently became quite famous, and were studied in [[Galactic Terran-Vasudan Alliance]] schools by 2367. The fact the trials are known to Terrans outside of [[Sol]] exacts us to assume they either took place in Sol during the Great War, before the collapse of the node, or that McCarthy was held, and eventually tried, outside of Sol after the node collapsed. The outcome of the trials is not known, though questions were likely raised in regards to acting against the [[Galactic Terran Alliance]] in the interests of the [[Terran]] people.&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:The_McCarthy_trials&amp;diff=35325</id>
		<title>Talk:The McCarthy trials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:The_McCarthy_trials&amp;diff=35325"/>
		<updated>2011-06-27T13:08:22Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The trials apparenty became quite famous, and had, by 2367, become assumed knowledge due to their being part of the standard Terran school curriculum.&amp;quot; Where is it said that the trials become part of the school curriculum? - [[User:TopAce|TopAce]] 12:52, 15 November 2009 (UTC)&lt;br /&gt;
*The Briefing of the first 242nd Suicide Kings training mission:&lt;br /&gt;
:&amp;quot;&#039;&#039;The GTA formed the Suicide Kings in the Great War, when the old Valkyrie fighter went into service after the Shivan attack on Ross 128. The 242nd was stationed on the Galatea back then, and our first mission was the capture of Lieutenant Alexander McCarthy. We all studied the McCarthy trials in school, pilot. We&#039;re a part of history here, though the Galatea is long gone and the Valkyrie has since been retired.&#039;&#039;&amp;quot; - [[User:Snail|Snail]] 15:20, 15 November 2009 (UTC)&lt;br /&gt;
**Okay. - [[User:TopAce|TopAce]] 15:31, 15 November 2009 (UTC)&lt;br /&gt;
The referred to &amp;quot;school&amp;quot; can, of course, be pretty much &#039;&#039;any&#039;&#039; school; a college of law, a military or navy academy, a high school, a university, a specialized institute, et cetera, et cetera; the possibilities for conjecture are literally endless. Also keep in mind the person being quoted is military/navy talking to a fellow military/navy, thus automatically making the frame of reference different from civilian references. While I certainly understand the conjecture and why it is being proposed, the fact is there is too little information presented in the FreeSpace canon for it to be a valid inference. I challenge the conjecture and propose its&#039; removal from the article. I will proceed from the assumption Snail will oppose such a measure vehemently, and so the very least I will accept is a rewording of the sentence, in order to make it more ambiguous. --[[User:Selectah|Selectah]] 13:08, 27 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Destiny_of_Peace&amp;diff=35298</id>
		<title>The Destiny of Peace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Destiny_of_Peace&amp;diff=35298"/>
		<updated>2011-06-26T18:30:16Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Destiny of Peace&#039;&#039;&#039; is a voiced, seven-mission campaign for &#039;&#039;Descent: FreeSpace&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Author: [mailto:justinm@thegrid.net Justin Mills]&lt;br /&gt;
&lt;br /&gt;
Originally posted: 07/28/98&lt;br /&gt;
&lt;br /&gt;
Mods: none&lt;br /&gt;
&lt;br /&gt;
Missions: 7&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
:&#039;&#039;The story revolves around an Outpost Traffic cop, aspiring to become a GTA fighter pilot. He gets his chance when he finds himself in the wrong place at the right time. When a rebel faction of GTA mercenaries arises, GTA Command is quick to blame Earth-based anti-colonization groups. Unfortunately for all of humanity, it goes much deeper than that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New ships:none&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
The campaign won [[Interplay]]&#039;s 1998 Mission Design Contest in the single player category, and was subsequently included in the &#039;&#039;[[Silent Threat]]&#039;&#039; expansion disc for &#039;&#039;[[FreeSpace 1 game information | Descent: FreeSpace]]&#039;&#039;. Interplay also made the campaign available as downloadable content on their FTP server. The downloadable version was fully voiced. The officially released version was not voiced, however, due to a decision by Volition, Inc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: the campaign has been ported both to &#039;&#039;FreeSpace 2&#039;&#039; and &#039;&#039;FSO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Certainly the best FS1 campaign of all. No glaring typos, well-designed missions, and an excellent storyline and atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.10 Freespacemods.net Download (Original FS Version)]&lt;br /&gt;
&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.12 Freespacemods.net Download (FSPort Version)]&lt;br /&gt;
&lt;br /&gt;
Destiny of Peace has been [http://www.hard-light.net/forums/index.php/topic,37935.msg766982.html#msg766982 re-released] by the FreeSpace Campaign Restoration Project for FreeSpace 2 SCP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FS1 campaign is still available from the Volitionwatch Archives. However, the Volitionwatch Archives are not being maintained anymore, so it is just a matter of time before the below link stops functioning.  However, the nukelol link should work.&lt;br /&gt;
*[http://archives.volitionwatch.com/download/fs1mission/DestinyPeace.zip Direct link to the Volitionwatch Archives] (may not work).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Silent_Threat&amp;diff=35297</id>
		<title>Silent Threat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Silent_Threat&amp;diff=35297"/>
		<updated>2011-06-26T18:24:05Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Fan-Created Missions */ also corrected speling eror&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 relatively extensive criticism and is ostensibly somewhat weak&amp;amp;mdash;in both storyline and execution&amp;amp;mdash;,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>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Famous_persons&amp;diff=35243</id>
		<title>Talk:Famous persons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Famous_persons&amp;diff=35243"/>
		<updated>2011-06-19T20:55:30Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Harbison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Harbison==&lt;br /&gt;
If you feel so inclined, you might want to check out the data files of the Descent: FreeSpace demo. In there you will find a file predictably named &amp;quot;readme.txt&amp;quot;, with a date stamp of April 20, 1998. It will hold all the answers you are looking for. Thank you. 20:45, 19 June 2011 (UTC)&lt;br /&gt;
* Forgot to mention; unless you were able to figure it out, the relevant demo data file you are looking for is called &amp;quot;&#039;&#039;_user1.cab&#039;&#039;&amp;quot;. Universal Extractor™ is your friend. As a plus, the CAB files [in all the games] hold additional information, tidbits you seem to be unaware of. The old V sites and proggies are filled with tiny tidbits of info. There are seemingly even further clues to the somewhat mythical Juggernath cruiser and how it is connected to Alex McCarthy. The Wayback Machine™ is your friend. And so on. 20:55, 19 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Famous_persons&amp;diff=35242</id>
		<title>Talk:Famous persons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Famous_persons&amp;diff=35242"/>
		<updated>2011-06-19T20:45:55Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Harbison==&lt;br /&gt;
If you feel so inclined, you might want to check out the data files of the Descent: FreeSpace demo. In there you will find a file predictably named &amp;quot;readme.txt&amp;quot;, with a date stamp of April 20, 1998. It will hold all the answers you are looking for. Thank you. 20:45, 19 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Famous_persons&amp;diff=35238</id>
		<title>Famous persons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Famous_persons&amp;diff=35238"/>
		<updated>2011-06-19T19:41:37Z</updated>

		<summary type="html">&lt;p&gt;Selectah: Undo revision 35227 by Snail (Talk)He so is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The characters of the FreeSpace Universe. Spoilers for the main FreeSpace campaigns and an assortment of user campaigns follow.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 1==&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Harbison===&lt;br /&gt;
A &amp;quot;seasoned veteran and top-notch pilot&amp;quot;, assigned to assist Alpha 1 at the [[Eve_of_Destruction|beginning]] of [[Portal:FreeSpace_1|the Great War]]. According to Command, lt. Harbison is a &amp;quot;brave and skillful pilot&amp;quot;. Lieutenant Harbison is also the pilot assigned to &amp;quot;take you through the basics&amp;quot; in the training mission.&amp;lt;!-- Straight from the README.TXT&lt;br /&gt;
&lt;br /&gt;
  Press Commit to accept your orders and begin the first Training&lt;br /&gt;
  mission.  Lt. Harbison will take you through the basics and&lt;br /&gt;
  you will then be able to fly your first two combat missions.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Admiral Po===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Intrepid&#039;&#039; and former commander of the &#039;&#039;[[Silent Threat]]&#039;&#039; player character.&lt;br /&gt;
&lt;br /&gt;
===Admiral Scott===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Krios&#039;&#039; and a GTI officer. Scott was killed by [[GTI]] during the events of &#039;&#039;[[Silent Threat]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Admiral Shima===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Bastion&#039;&#039; and the player&#039;s commander following the destruction of the &#039;&#039;Galatea&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Admiral Wolf===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Galatea&#039;&#039;. Wolf was killed when the &#039;&#039;Galatea&#039;&#039; was ambushed and destroyed by the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]] shortly before the [[Shivans|Shivan]] invasion of [[Vasuda]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant [[Alexander McCarthy]]===&lt;br /&gt;
Traitor who attempted to sell the [[GTW Avenger]] prototype to the [[PVN]].&lt;br /&gt;
&lt;br /&gt;
===Admiral Halkins===&lt;br /&gt;
A veteran of the Terran-Vasudan War who evacuated Tombaugh Station after the Lucifer attacked. The GTFr &#039;&#039;Halkins&#039;&#039;, which was also based at Tombaugh, was presumably named in his honor.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 2==&lt;br /&gt;
&lt;br /&gt;
===Supreme Admiral Khu===&lt;br /&gt;
A very high ranking member of the Vasudan admiralty. Captured and held hostage by the [[Hammer of Light]]. Moved to the remote Nagada Outpost in Sirius, where he was rescued in an operation codenamed [[Operation Templar]].&lt;br /&gt;
&lt;br /&gt;
===Admiral Ahmose===&lt;br /&gt;
Vasudan Admiral. Ahmose disobeys orders and sends forces to attack and destroy the NTF &#039;&#039;Iceni&#039;&#039; in [[Polaris]], interfering with an important [[Special Operations Command|SOC]] operation being conducted by Lieutenant Commander Snipes.&lt;br /&gt;
&lt;br /&gt;
===[[Aken Bosch|Admiral Aken Bosch]]===&lt;br /&gt;
Former commander of the GTVA 6th Fleet. Bosch abandoned the [[GTVA]] in 2366 and initiated a coup in [[Polaris]], forming the [[Neo-Terran Front]] on a basis of anti-[[Vasudans|Vasudan]] sentiment and longing for a [[Terrans|Terran]] homeworld like the lost [[Sol]]. When the tide turned against his insurrection, Bosch fled Allied space and escaped into the nebula beyond [[Gamma Draconis]]. There, he proceeded to carry out his true goal: communicating with the [[Shivans]], using his [[ETAK]] project, which had its origins in the [[Hades Rebellion]] of [[GTI]]. Following a successful communication with the SC &#039;&#039;Rephaim&#039;&#039;, Bosch arranged a meeting with [[Shivans]] aboard the NTF &#039;&#039;Iceni&#039;&#039;, his command ship. The Shivan &#039;diplomats&#039; slaughtered his men and abducted Bosch and a few of his officers. The &#039;&#039;Iceni&#039;&#039; was later found by ships from the 13th Battle Group and the survivors rescued. Bosch&#039;s fate, however, is unknown. Bosch is intelligent, musing on the nature of humanity and the history of the [[Ancients]] in monologues throughout the main FS2 campaign. He&#039;s a competent tactician and commander, fairly knowledgeable at the very least with regards to Ancient artifacts, and a charismatic leader. He also has no qualms about manipulating his men, as Bosch does not possess the hatred of [[Vasudans]] that he uses to attract soldiers to his cause.&lt;br /&gt;
&lt;br /&gt;
===Admiral Khafre===&lt;br /&gt;
Commanding Officer of the GVD &#039;&#039;Psamtik&#039;&#039; and commander of the 13th Battle Group of [[Deneb]]. Khafre assisted Admiral Petrarch with the campaign against the [[Shivans]] in [[Gamma Draconis]] and beyond. The admiral was killed when an [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] entered the field of engagement of the second [[Knossos]] portal. &lt;br /&gt;
&lt;br /&gt;
===Admiral Petrarch===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Aquitane&#039;&#039; and commander of the 3rd Fleet of [[Capella]]. Petrarch helped Admiral Khafre in the fight against the [[Neo-Terran Front]] in [[Deneb]] at the start of the main campaign.&lt;br /&gt;
&lt;br /&gt;
===Emperor Khonsu II===&lt;br /&gt;
Head of state of the [[PVE]] following the end of the [[The Great War|Great War]]. Khonsu dissolved the Vasudan Parliament in 2339, ending a Byzantine institution of backstabbing and corruption and replacing it with a constitutional monarchy. His reforms were instrumental in the [[Vasudans|Vasudan]] recovery during the [[Reconstruction]].&lt;br /&gt;
&lt;br /&gt;
===Captain Arthur Roemig===&lt;br /&gt;
Commanding Officer of the NTC &#039;&#039;Trinity&#039;&#039;. On Admiral Bosch&#039;s orders, Roemig activated the [[Knossos]] portal and entered the nebula. Several days later, the &#039;&#039;Trinity&#039;&#039; was discovered by the [[107th Ravens]] of the GTD &#039;&#039;Aquitane&#039;&#039;. Roemig was killed by a swarm Shivan strike before the &#039;&#039;Aquitaine&#039;&#039;&#039;s boarding party could take him into custody.&lt;br /&gt;
&lt;br /&gt;
===Commander Beckett===&lt;br /&gt;
Squadron leader of the [[64th Raptors]], a bomber squadron.&lt;br /&gt;
&lt;br /&gt;
===Commander Habu===&lt;br /&gt;
Squadron leader of the [[203rd Scorpions]], a space superiority squadron. He was probably killed when the [[GVD Psamtik|GVD &#039;&#039;Psamtik&#039;&#039;]] was destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commander Vincey===&lt;br /&gt;
Squadron leader of the [[134th Barracudas]].&lt;br /&gt;
&lt;br /&gt;
===Doctor Mina Hargrove===&lt;br /&gt;
Leader of the research team investigating the [[Knossos]] portal in [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Christopher Snipes===&lt;br /&gt;
[[Special Operations Command|SOC]] operative undercover as squadron leader of the 185th in the [[Neo-Terran Front]]. Snipes, with the help of the player, acquired scans of the NTF &#039;&#039;Iceni&#039;&#039; and orchestrated the capture of the NTT &#039;&#039;Sunder&#039;&#039; before being reassigned. Snipes was aboard the NTT &#039;&#039;Grall&#039;&#039; when it entered the [[Shivans|Shivan]] nebula and had to be rescued by [[Special Operations Command|SOC]]. Afterwards, he led a recon mission in the system beyond the second [[Knossos]] portal.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Cordova===&lt;br /&gt;
Squadron leader of the [[242nd Suicide Kings]], an interecept squadron. Formed following the development of the [[GTF Valkyrie|GTF &#039;&#039;Valkyrie&#039;&#039;]], the Suicide Kings were stationed aboard the [[GTD Galatea|GTD &#039;&#039;Galatea&#039;&#039;]] and, in 2335, participated in the capture of the traitor Lieutenant McCarthy.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Jack Niven===&lt;br /&gt;
Squadron leader of the [[NTF]] 185th fighter squadron after Lieutenant Commander Snipes is reassigned. Killed attempting to execute Alpha 1 during a depot raid in [[Sirius]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Loukakis===&lt;br /&gt;
Squadron leader of the [[53rd Hammerheads]], a space superiority squadron that can trace its history back to the [[The Great War|Great War]] and the GTD &#039;&#039;Bastion&#039;&#039;. Loukakis has been known to pose as a captain on occasion.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Samsa===&lt;br /&gt;
Squadron leader of the [[107th Ravens]], a heavy assault squadron.&lt;br /&gt;
&lt;br /&gt;
===Rear Admiral Koth===&lt;br /&gt;
Commanding Officer of the NTD &#039;&#039;Repulse&#039;&#039;. Koth led a surprise attack on [[Epsilon Pegasi]], which was countered by the introduction of the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]. Koth died on board the &#039;&#039;Repulse&#039;&#039;, attempting to ram and destroy the [[GTVA]] superweapon.&lt;br /&gt;
&lt;br /&gt;
===Xinny===&lt;br /&gt;
[[Special Operations Command|SOC]] pilot that accompanies Snipes into the [[Shivans|Shivan]] binary system. He flew Alpha 3 in that mission. &lt;br /&gt;
&lt;br /&gt;
===Zero===&lt;br /&gt;
[[Special Operations Command|SOC]] pilot that accompanies Snipes into the [[Shivans|Shivan]] binary system. He flew Alpha 4 in that mission. &lt;br /&gt;
&lt;br /&gt;
==User Campaigns==&lt;br /&gt;
&lt;br /&gt;
{{non-canon}}&lt;br /&gt;
===[[Derelict]]===&lt;br /&gt;
====Captain Jonas Ekestam====&lt;br /&gt;
Commanding Officer of the GTCv &#039;&#039;Escher&#039;&#039; and [[GTVI]] officer. Ekestam oversees the player&#039;s insertion into the [[Altair]] mercenary group and the arrival of the &#039;&#039;Nyarlathotep&#039;&#039; in [[Tau Sigma]].&lt;br /&gt;
&lt;br /&gt;
====Lieutenant &amp;quot;Mackie&amp;quot;====&lt;br /&gt;
Ever-present pilot in Alpha wing. Sarcastic and distrustful of Command, Mackie has been embittered by life in the boondocks, and has a long-standing grudge against duct tape.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant Tom Faulkner====&lt;br /&gt;
[[Special Operations Command|SOC]] operative undercover in a mercenary outfit in [[Altair]].&lt;br /&gt;
&lt;br /&gt;
===[[Fall of Epsilon Pegasi]]===&lt;br /&gt;
====Admiral Wilson====&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Disciple&#039;&#039; and commander of the loyalist remnants of 6th Fleet. Wilson was thrust into command and, as a result, is a somewhat ineffectual leader.&lt;br /&gt;
&lt;br /&gt;
====Captain Peters====&lt;br /&gt;
Commanding Officer of the GTC &#039;&#039;Providence&#039;&#039;. Following Koth&#039;s sudden attack and the dispersal of 6th Fleet, Peters takes command of a [[GTVA]] detachment and finds a way to get back in contact with Admiral Wilson.&lt;br /&gt;
&lt;br /&gt;
====Ensign Stuart &amp;quot;Prickles&amp;quot;====&lt;br /&gt;
Grouchy pilot in Alpha wing. A 6th Fleet pilot from the days of Bosch, Stuart feels like he&#039;s under constant scrutiny for the crimes of his peers, despite staying loyal to the [[GTVA]]. As a result, he is unfriendly and generally mean.&lt;br /&gt;
&lt;br /&gt;
====Ensign Thomas Burke====&lt;br /&gt;
Remarkably chipper pilot in Alpha wing. Burke was transferred to 6th Fleet from the 10th Fleet of [[Laramis]], along with the player character, in order to fill up gaps in 6th Fleet&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
====Vice Admiral Stockwell====&lt;br /&gt;
Vice Admiral of 6th Fleet before Bosch&#039;s rebellion. Stockwell was a strict disciplinarian and very unpopular with the troops. Presumed killed during the [[Neo-Terran Front|NTF&#039;s]] initial rebellion.&lt;br /&gt;
&lt;br /&gt;
===[[Into the Halls of Valhalla]]===&lt;br /&gt;
:&#039;&#039;For more details check [[Into the Halls of Valhalla#Characters|this article]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Wesley McCrae&#039;&#039;&#039;====&lt;br /&gt;
The player character in [[Into the Halls of Valhalla]]. McCrae is a Second Great War veteran who gets reassigned to Tania Australis after being caught on espionage.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Mike McNamara&#039;&#039;&#039;====&lt;br /&gt;
Alpha 2. McNamara is known for his drinking habits and his five Medals of Honor. During a bar fight, he assaulted his superior and was consequently expelled to Tania Australis.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Yssym&#039;&#039;&#039;====&lt;br /&gt;
Alpha 3. An elderly Vasudan ace, Lieutenant Yssym fought even in the Great War. He is a survivor of both Great Wars. From commander, Yssym was demoted to lieutenant for helping Welsey McCrae in his illegal quest for Operation Valhalla.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Adrian Aldiss&#039;&#039;&#039;====&lt;br /&gt;
Alpha 4. Adrian Aldiss used to serve Special Operations Command, and consequently, his past is clouded in mystery. The reason why he was assigned to Tania Australis is a secret. He is an expert demolitionist and an ace pilot.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Yamoto&#039;&#039;&#039;====&lt;br /&gt;
Ship captain of the GTCv &#039;&#039;Rapier&#039;&#039;, the oldest [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]]. He is needlessly serious, endlessly loyal, and is known far and wide for his intolerance of small talk.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lindres&#039;&#039;&#039;====&lt;br /&gt;
Said to be the most casual and popular general in the whole of the GTVA, General Lindres is responsible for GTVA operations in Tania Australis. He is most often found on board Tania Australis Station.&lt;br /&gt;
&lt;br /&gt;
===[[Shrouding the Light]]===&lt;br /&gt;
====Admiral Amentep====&lt;br /&gt;
Commanding Officer of the PVD &#039;&#039;Guardian&#039;&#039; and commander of the newly-formed 13th Battle Group of [[Deneb]]. Amentep leads the battle against the Deneb cell of the [[Hammer of Light]] guerilla organisation.&lt;br /&gt;
&lt;br /&gt;
====Admiral Imutef====&lt;br /&gt;
Commanding Officer of the PVD &#039;&#039;Pinnacle&#039;&#039; and commander of the 1st Battle Group of [[Vasuda]].&lt;br /&gt;
&lt;br /&gt;
====Admiral Mallory====&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Ironclad&#039;&#039; and commander of the newly-formed 9th Fleet of [[Sirius]]. Mallory is killed by [[Hammer of Light]] terrorists shortly after his arrival in [[Deneb]], pursuing remnants of the rebel faction &#039;the Sirian Confederacy.&#039;&lt;br /&gt;
&lt;br /&gt;
====Commodore Cooper====&lt;br /&gt;
Commanding Officer of the GTC &#039;&#039;Actaeon&#039;&#039; and commander of the 9th Fleet detachment in [[Deneb]] following Mallory&#039;s death. Cooper is frustrated by the obtuse nature of the [[Vasudans]] and just wants to sort everything out as quickly as possible, although this often just makes things worse.&lt;br /&gt;
&lt;br /&gt;
====Ensign Khem====&lt;br /&gt;
Pilot in Alpha wing and former lieutenant. Khem is openly contemptuous of both the [[Terrans]] and the [[PVN]] leadership. His idols include Officer Khafre, who dislikes [[Terrans]], and Officer Senbi, who dislikes the [[PVN]] brass. Khem abandoned refugees fleeing [[Vasuda Prime]] in favour of fighting [[Shivans]].&lt;br /&gt;
&lt;br /&gt;
====Ensign Rath====&lt;br /&gt;
Pilot in Alpha wing. During the fall of [[Vasuda]], Rath refused to join Khem and Senbi in fighting the &#039;&#039;[[SD Lucifer|Lucifer]]&#039;&#039; and instead escorted a group of civilians to safety.&lt;br /&gt;
&lt;br /&gt;
====Ensign Tet====&lt;br /&gt;
Pilot in Alpha wing. Calm and sober, Tet often finds himself opposed to Ensign Khem in all kinds of ways - in attitudes to the [[Terrans]], the [[Hammer of Light]], the [[PVN]]... Tet is dutiful and quietly competent, unlike his peer.&lt;br /&gt;
&lt;br /&gt;
====Officer Harakhti====&lt;br /&gt;
Security Director (commander of [[PVN]] special operations) for the PVD &#039;&#039;Guardian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Officer Khafre====&lt;br /&gt;
Squadron leader of the 39th Protectors. Assigned the task of handling relations between the 13th and the 9th in [[Deneb]], Khafre&#039;s contempt of the [[Terrans]] jeopardises the security of the system from the [[Hammer of Light]].&lt;br /&gt;
&lt;br /&gt;
====Officer Senbi====&lt;br /&gt;
Officer who defects from the [[PVN]] in the hope of saving [[Vasuda Prime]] from the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]. He is killed in action by the SD &#039;&#039;Gehreleth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Officer Zahur====&lt;br /&gt;
Assistant to Admiral Imutef.&lt;br /&gt;
&lt;br /&gt;
====Operative Sesmu====&lt;br /&gt;
Undercover agent that infiltrates the [[Hammer of Light]] in [[Deneb]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;br /&gt;
[[Category:Characters|*]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Famous_persons&amp;diff=35226</id>
		<title>Famous persons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Famous_persons&amp;diff=35226"/>
		<updated>2011-06-19T07:51:08Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Lieutenant Harbison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The characters of the FreeSpace Universe. Spoilers for the main FreeSpace campaigns and an assortment of user campaigns follow.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 1==&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Harbison===&lt;br /&gt;
A &amp;quot;seasoned veteran and top-notch pilot&amp;quot;, assigned to assist Alpha 1 at the [[Eve_of_Destruction|beginning]] of [[Portal:FreeSpace_1|the Great War]]. According to Command, lt. Harbison is a &amp;quot;brave and skillful pilot&amp;quot;. Lieutenant Harbison is also the pilot assigned to &amp;quot;take you through the basics&amp;quot; in the training mission.&lt;br /&gt;
&lt;br /&gt;
===Admiral Po===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Intrepid&#039;&#039; and former commander of the &#039;&#039;[[Silent Threat]]&#039;&#039; player character.&lt;br /&gt;
&lt;br /&gt;
===Admiral Scott===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Krios&#039;&#039; and a GTI officer. Scott was killed by [[GTI]] during the events of &#039;&#039;[[Silent Threat]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Admiral Shima===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Bastion&#039;&#039; and the player&#039;s commander following the destruction of the &#039;&#039;Galatea&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Admiral Wolf===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Galatea&#039;&#039;. Wolf was killed when the &#039;&#039;Galatea&#039;&#039; was ambushed and destroyed by the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]] shortly before the [[Shivans|Shivan]] invasion of [[Vasuda]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant [[Alexander McCarthy]]===&lt;br /&gt;
Traitor who attempted to sell the [[GTW Avenger]] prototype to the [[PVN]].&lt;br /&gt;
&lt;br /&gt;
===Admiral Halkins===&lt;br /&gt;
A veteran of the Terran-Vasudan War who evacuated Tombaugh Station after the Lucifer attacked. The GTFr &#039;&#039;Halkins&#039;&#039;, which was also based at Tombaugh, was presumably named in his honor.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace 2==&lt;br /&gt;
&lt;br /&gt;
===Supreme Admiral Khu===&lt;br /&gt;
A very high ranking member of the Vasudan admiralty. Captured and held hostage by the [[Hammer of Light]]. Moved to the remote Nagada Outpost in Sirius, where he was rescued in an operation codenamed [[Operation Templar]].&lt;br /&gt;
&lt;br /&gt;
===Admiral Ahmose===&lt;br /&gt;
Vasudan Admiral. Ahmose disobeys orders and sends forces to attack and destroy the NTF &#039;&#039;Iceni&#039;&#039; in [[Polaris]], interfering with an important [[Special Operations Command|SOC]] operation being conducted by Lieutenant Commander Snipes.&lt;br /&gt;
&lt;br /&gt;
===[[Aken Bosch|Admiral Aken Bosch]]===&lt;br /&gt;
Former commander of the GTVA 6th Fleet. Bosch abandoned the [[GTVA]] in 2366 and initiated a coup in [[Polaris]], forming the [[Neo-Terran Front]] on a basis of anti-[[Vasudans|Vasudan]] sentiment and longing for a [[Terrans|Terran]] homeworld like the lost [[Sol]]. When the tide turned against his insurrection, Bosch fled Allied space and escaped into the nebula beyond [[Gamma Draconis]]. There, he proceeded to carry out his true goal: communicating with the [[Shivans]], using his [[ETAK]] project, which had its origins in the [[Hades Rebellion]] of [[GTI]]. Following a successful communication with the SC &#039;&#039;Rephaim&#039;&#039;, Bosch arranged a meeting with [[Shivans]] aboard the NTF &#039;&#039;Iceni&#039;&#039;, his command ship. The Shivan &#039;diplomats&#039; slaughtered his men and abducted Bosch and a few of his officers. The &#039;&#039;Iceni&#039;&#039; was later found by ships from the 13th Battle Group and the survivors rescued. Bosch&#039;s fate, however, is unknown. Bosch is intelligent, musing on the nature of humanity and the history of the [[Ancients]] in monologues throughout the main FS2 campaign. He&#039;s a competent tactician and commander, fairly knowledgeable at the very least with regards to Ancient artifacts, and a charismatic leader. He also has no qualms about manipulating his men, as Bosch does not possess the hatred of [[Vasudans]] that he uses to attract soldiers to his cause.&lt;br /&gt;
&lt;br /&gt;
===Admiral Khafre===&lt;br /&gt;
Commanding Officer of the GVD &#039;&#039;Psamtik&#039;&#039; and commander of the 13th Battle Group of [[Deneb]]. Khafre assisted Admiral Petrarch with the campaign against the [[Shivans]] in [[Gamma Draconis]] and beyond. The admiral was killed when an [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] entered the field of engagement of the second [[Knossos]] portal. &lt;br /&gt;
&lt;br /&gt;
===Admiral Petrarch===&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Aquitane&#039;&#039; and commander of the 3rd Fleet of [[Capella]]. Petrarch helped Admiral Khafre in the fight against the [[Neo-Terran Front]] in [[Deneb]] at the start of the main campaign.&lt;br /&gt;
&lt;br /&gt;
===Emperor Khonsu II===&lt;br /&gt;
Head of state of the [[PVE]] following the end of the [[The Great War|Great War]]. Khonsu dissolved the Vasudan Parliament in 2339, ending a Byzantine institution of backstabbing and corruption and replacing it with a constitutional monarchy. His reforms were instrumental in the [[Vasudans|Vasudan]] recovery during the [[Reconstruction]].&lt;br /&gt;
&lt;br /&gt;
===Captain Arthur Roemig===&lt;br /&gt;
Commanding Officer of the NTC &#039;&#039;Trinity&#039;&#039;. On Admiral Bosch&#039;s orders, Roemig activated the [[Knossos]] portal and entered the nebula. Several days later, the &#039;&#039;Trinity&#039;&#039; was discovered by the [[107th Ravens]] of the GTD &#039;&#039;Aquitane&#039;&#039;. Roemig was killed by a swarm Shivan strike before the &#039;&#039;Aquitaine&#039;&#039;&#039;s boarding party could take him into custody.&lt;br /&gt;
&lt;br /&gt;
===Commander Beckett===&lt;br /&gt;
Squadron leader of the [[64th Raptors]], a bomber squadron.&lt;br /&gt;
&lt;br /&gt;
===Commander Habu===&lt;br /&gt;
Squadron leader of the [[203rd Scorpions]], a space superiority squadron. He was probably killed when the [[GVD Psamtik|GVD &#039;&#039;Psamtik&#039;&#039;]] was destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commander Vincey===&lt;br /&gt;
Squadron leader of the [[134th Barracudas]].&lt;br /&gt;
&lt;br /&gt;
===Doctor Mina Hargrove===&lt;br /&gt;
Leader of the research team investigating the [[Knossos]] portal in [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Christopher Snipes===&lt;br /&gt;
[[Special Operations Command|SOC]] operative undercover as squadron leader of the 185th in the [[Neo-Terran Front]]. Snipes, with the help of the player, acquired scans of the NTF &#039;&#039;Iceni&#039;&#039; and orchestrated the capture of the NTT &#039;&#039;Sunder&#039;&#039; before being reassigned. Snipes was aboard the NTT &#039;&#039;Grall&#039;&#039; when it entered the [[Shivans|Shivan]] nebula and had to be rescued by [[Special Operations Command|SOC]]. Afterwards, he led a recon mission in the system beyond the second [[Knossos]] portal.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Cordova===&lt;br /&gt;
Squadron leader of the [[242nd Suicide Kings]], an interecept squadron. Formed following the development of the [[GTF Valkyrie|GTF &#039;&#039;Valkyrie&#039;&#039;]], the Suicide Kings were stationed aboard the [[GTD Galatea|GTD &#039;&#039;Galatea&#039;&#039;]] and, in 2335, participated in the capture of the traitor Lieutenant McCarthy.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Commander Jack Niven===&lt;br /&gt;
Squadron leader of the [[NTF]] 185th fighter squadron after Lieutenant Commander Snipes is reassigned. Killed attempting to execute Alpha 1 during a depot raid in [[Sirius]].&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Loukakis===&lt;br /&gt;
Squadron leader of the [[53rd Hammerheads]], a space superiority squadron that can trace its history back to the [[The Great War|Great War]] and the GTD &#039;&#039;Bastion&#039;&#039;. Loukakis has been known to pose as a captain on occasion.&lt;br /&gt;
&lt;br /&gt;
===Lieutenant Samsa===&lt;br /&gt;
Squadron leader of the [[107th Ravens]], a heavy assault squadron.&lt;br /&gt;
&lt;br /&gt;
===Rear Admiral Koth===&lt;br /&gt;
Commanding Officer of the NTD &#039;&#039;Repulse&#039;&#039;. Koth led a surprise attack on [[Epsilon Pegasi]], which was countered by the introduction of the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]. Koth died on board the &#039;&#039;Repulse&#039;&#039;, attempting to ram and destroy the [[GTVA]] superweapon.&lt;br /&gt;
&lt;br /&gt;
===Xinny===&lt;br /&gt;
[[Special Operations Command|SOC]] pilot that accompanies Snipes into the [[Shivans|Shivan]] binary system. He flew Alpha 3 in that mission. &lt;br /&gt;
&lt;br /&gt;
===Zero===&lt;br /&gt;
[[Special Operations Command|SOC]] pilot that accompanies Snipes into the [[Shivans|Shivan]] binary system. He flew Alpha 4 in that mission. &lt;br /&gt;
&lt;br /&gt;
==User Campaigns==&lt;br /&gt;
&lt;br /&gt;
{{non-canon}}&lt;br /&gt;
===[[Derelict]]===&lt;br /&gt;
====Captain Jonas Ekestam====&lt;br /&gt;
Commanding Officer of the GTCv &#039;&#039;Escher&#039;&#039; and [[GTVI]] officer. Ekestam oversees the player&#039;s insertion into the [[Altair]] mercenary group and the arrival of the &#039;&#039;Nyarlathotep&#039;&#039; in [[Tau Sigma]].&lt;br /&gt;
&lt;br /&gt;
====Lieutenant &amp;quot;Mackie&amp;quot;====&lt;br /&gt;
Ever-present pilot in Alpha wing. Sarcastic and distrustful of Command, Mackie has been embittered by life in the boondocks, and has a long-standing grudge against duct tape.&lt;br /&gt;
&lt;br /&gt;
====Lieutenant Tom Faulkner====&lt;br /&gt;
[[Special Operations Command|SOC]] operative undercover in a mercenary outfit in [[Altair]].&lt;br /&gt;
&lt;br /&gt;
===[[Fall of Epsilon Pegasi]]===&lt;br /&gt;
====Admiral Wilson====&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Disciple&#039;&#039; and commander of the loyalist remnants of 6th Fleet. Wilson was thrust into command and, as a result, is a somewhat ineffectual leader.&lt;br /&gt;
&lt;br /&gt;
====Captain Peters====&lt;br /&gt;
Commanding Officer of the GTC &#039;&#039;Providence&#039;&#039;. Following Koth&#039;s sudden attack and the dispersal of 6th Fleet, Peters takes command of a [[GTVA]] detachment and finds a way to get back in contact with Admiral Wilson.&lt;br /&gt;
&lt;br /&gt;
====Ensign Stuart &amp;quot;Prickles&amp;quot;====&lt;br /&gt;
Grouchy pilot in Alpha wing. A 6th Fleet pilot from the days of Bosch, Stuart feels like he&#039;s under constant scrutiny for the crimes of his peers, despite staying loyal to the [[GTVA]]. As a result, he is unfriendly and generally mean.&lt;br /&gt;
&lt;br /&gt;
====Ensign Thomas Burke====&lt;br /&gt;
Remarkably chipper pilot in Alpha wing. Burke was transferred to 6th Fleet from the 10th Fleet of [[Laramis]], along with the player character, in order to fill up gaps in 6th Fleet&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
====Vice Admiral Stockwell====&lt;br /&gt;
Vice Admiral of 6th Fleet before Bosch&#039;s rebellion. Stockwell was a strict disciplinarian and very unpopular with the troops. Presumed killed during the [[Neo-Terran Front|NTF&#039;s]] initial rebellion.&lt;br /&gt;
&lt;br /&gt;
===[[Into the Halls of Valhalla]]===&lt;br /&gt;
:&#039;&#039;For more details check [[Into the Halls of Valhalla#Characters|this article]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Wesley McCrae&#039;&#039;&#039;====&lt;br /&gt;
The player character in [[Into the Halls of Valhalla]]. McCrae is a Second Great War veteran who gets reassigned to Tania Australis after being caught on espionage.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Mike McNamara&#039;&#039;&#039;====&lt;br /&gt;
Alpha 2. McNamara is known for his drinking habits and his five Medals of Honor. During a bar fight, he assaulted his superior and was consequently expelled to Tania Australis.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Yssym&#039;&#039;&#039;====&lt;br /&gt;
Alpha 3. An elderly Vasudan ace, Lieutenant Yssym fought even in the Great War. He is a survivor of both Great Wars. From commander, Yssym was demoted to lieutenant for helping Welsey McCrae in his illegal quest for Operation Valhalla.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Adrian Aldiss&#039;&#039;&#039;====&lt;br /&gt;
Alpha 4. Adrian Aldiss used to serve Special Operations Command, and consequently, his past is clouded in mystery. The reason why he was assigned to Tania Australis is a secret. He is an expert demolitionist and an ace pilot.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Yamoto&#039;&#039;&#039;====&lt;br /&gt;
Ship captain of the GTCv &#039;&#039;Rapier&#039;&#039;, the oldest [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]]. He is needlessly serious, endlessly loyal, and is known far and wide for his intolerance of small talk.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lindres&#039;&#039;&#039;====&lt;br /&gt;
Said to be the most casual and popular general in the whole of the GTVA, General Lindres is responsible for GTVA operations in Tania Australis. He is most often found on board Tania Australis Station.&lt;br /&gt;
&lt;br /&gt;
===[[Shrouding the Light]]===&lt;br /&gt;
====Admiral Amentep====&lt;br /&gt;
Commanding Officer of the PVD &#039;&#039;Guardian&#039;&#039; and commander of the newly-formed 13th Battle Group of [[Deneb]]. Amentep leads the battle against the Deneb cell of the [[Hammer of Light]] guerilla organisation.&lt;br /&gt;
&lt;br /&gt;
====Admiral Imutef====&lt;br /&gt;
Commanding Officer of the PVD &#039;&#039;Pinnacle&#039;&#039; and commander of the 1st Battle Group of [[Vasuda]].&lt;br /&gt;
&lt;br /&gt;
====Admiral Mallory====&lt;br /&gt;
Commanding Officer of the GTD &#039;&#039;Ironclad&#039;&#039; and commander of the newly-formed 9th Fleet of [[Sirius]]. Mallory is killed by [[Hammer of Light]] terrorists shortly after his arrival in [[Deneb]], pursuing remnants of the rebel faction &#039;the Sirian Confederacy.&#039;&lt;br /&gt;
&lt;br /&gt;
====Commodore Cooper====&lt;br /&gt;
Commanding Officer of the GTC &#039;&#039;Actaeon&#039;&#039; and commander of the 9th Fleet detachment in [[Deneb]] following Mallory&#039;s death. Cooper is frustrated by the obtuse nature of the [[Vasudans]] and just wants to sort everything out as quickly as possible, although this often just makes things worse.&lt;br /&gt;
&lt;br /&gt;
====Ensign Khem====&lt;br /&gt;
Pilot in Alpha wing and former lieutenant. Khem is openly contemptuous of both the [[Terrans]] and the [[PVN]] leadership. His idols include Officer Khafre, who dislikes [[Terrans]], and Officer Senbi, who dislikes the [[PVN]] brass. Khem abandoned refugees fleeing [[Vasuda Prime]] in favour of fighting [[Shivans]].&lt;br /&gt;
&lt;br /&gt;
====Ensign Rath====&lt;br /&gt;
Pilot in Alpha wing. During the fall of [[Vasuda]], Rath refused to join Khem and Senbi in fighting the &#039;&#039;[[SD Lucifer|Lucifer]]&#039;&#039; and instead escorted a group of civilians to safety.&lt;br /&gt;
&lt;br /&gt;
====Ensign Tet====&lt;br /&gt;
Pilot in Alpha wing. Calm and sober, Tet often finds himself opposed to Ensign Khem in all kinds of ways - in attitudes to the [[Terrans]], the [[Hammer of Light]], the [[PVN]]... Tet is dutiful and quietly competent, unlike his peer.&lt;br /&gt;
&lt;br /&gt;
====Officer Harakhti====&lt;br /&gt;
Security Director (commander of [[PVN]] special operations) for the PVD &#039;&#039;Guardian&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Officer Khafre====&lt;br /&gt;
Squadron leader of the 39th Protectors. Assigned the task of handling relations between the 13th and the 9th in [[Deneb]], Khafre&#039;s contempt of the [[Terrans]] jeopardises the security of the system from the [[Hammer of Light]].&lt;br /&gt;
&lt;br /&gt;
====Officer Senbi====&lt;br /&gt;
Officer who defects from the [[PVN]] in the hope of saving [[Vasuda Prime]] from the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]. He is killed in action by the SD &#039;&#039;Gehreleth&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Officer Zahur====&lt;br /&gt;
Assistant to Admiral Imutef.&lt;br /&gt;
&lt;br /&gt;
====Operative Sesmu====&lt;br /&gt;
Undercover agent that infiltrates the [[Hammer of Light]] in [[Deneb]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;br /&gt;
[[Category:Characters|*]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Small_Deadly_Space&amp;diff=34797</id>
		<title>Small Deadly Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Small_Deadly_Space&amp;diff=34797"/>
		<updated>2011-05-24T18:23:40Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[The Field of Battle|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Avenging Angels|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 3&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Terran intelligence has detected unusual activity in the Vasudan cargo depot at Antares.  You are to destroy all hostiles in the area. When the area is clear, our salvage crews will pick up the cargo for analysis. Do not destroy any cargo.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The contents of the cargo containers is not known.  Due to the unusual activity, GTA intelligence suspects they have military value.&#039;&#039;&lt;br /&gt;
:&#039;&#039;You will be flying this mission with Epsilon wing from the 3rd squadron. Delta wing will be available for reinforcements if necessary. If you get into trouble, don&#039;t hesitate to call them in.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Reconnaissance missions have determined that there are typically two wings of Vasudan fighters guarding the depot. The fighters are your primary concern.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Recon has also determined that this depot is heavily used. Taking control of it will seriously impede Vasudan attacks from this system in the future.&#039;&#039;&lt;br /&gt;
:&#039;&#039;It is likely that there will be freighters in the area transporting cargo. All Vasudan vessels must be destroyed! None must escape as they will surely bring reinforcements.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once you have secured the area, the GTC Orff will arrive and maintain watch over the outpost. Good luck, pilot. GTA command out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
As soon as you begin the mission, target Freighter 1 (a &#039;&#039;Bast&#039;&#039;-class freighter) and then target its engine subsystem. Switch primary weapons using {.}. You should now see a green arrow pointing to the Disruptor. Destroy Freighter 1&#039;s engines and then proceed to do the same with Freighter 2 (a &#039;&#039;Ma&#039;at&#039;&#039;-class freighter).&lt;br /&gt;
&lt;br /&gt;
Next hit {T} until you have targeted Cargo 2. Get within 150 units of Cargo 2; scan it. This will complete your bonus objective. Eliminate any remaining enemies&amp;amp;mdash;Anubis fighters&amp;amp;mdash;that your wingmen haven&#039;t destroyed, and then clear out the freighters. Momentarily, an Omega transport will jump in. Whilst waiting, you may opt for scanning the all the cargo containers (cycle containers using &amp;quot;U&amp;quot;), just so you won&#039;t go bored crazy waiting for Omega to take the prototypes away.&lt;br /&gt;
&lt;br /&gt;
After Omega has captured the prototypes, a couple of waves of enemy Anubis fighters will jump in. Deal with them in whatever fashion you&#039;re most comfortable with. The mission objectives are done when the&#039;&#039; Orff&#039;&#039; jumps in. Jump back to base.&lt;br /&gt;
&lt;br /&gt;
==Alternate Missions==&lt;br /&gt;
If you were unable to engage the Vasudan Ace, then the freighters will jump out at 2:00 and 4:00 into the mission instead of 5:00 and 8:00.  For each freighter that escapes, expect another wing of Anubis fighters.  Also, in the unlikely event that you let a Vasudan Anubis escape in the previous mission, the &#039;&#039;Orff&#039;&#039; will arrive with its hull knocked down to 65%. The demo mission always has the &#039;&#039;Orff&#039;&#039; at full strength.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The version of the mission distributed with the FreeSpace Demo differs in quite many aspects from the retail mission, so if you&#039;re only familiar with the demo mission, expect some changes. The demo mission has nine Virgo wings, whereas the retail version merely has four. Furthermore, the retail mission is dependent upon the previous mission. If you eliminated all the Vasudan enemy wings in the previous mission, the turret of Vasudan Freighter 2 will be non-functioning. &lt;br /&gt;
&lt;br /&gt;
The demo version also has Seths and Horuses, and two Ma&#039;ats instead of a Bast and a Ma&#039;at, making it harder. A final note; the container with the prototypes is &#039;&#039;&#039;Cargo 4&#039;&#039;&#039; in the demo, not &#039;&#039;&#039;Cargo 2&#039;&#039;&#039; as in retail.&lt;br /&gt;
&lt;br /&gt;
The title of the mission appears to be taken from the 1995 album by the band Fight, most notable for its founder and vocalist Rob Halford, who formed the band after leaving Judas Priest.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTC Orff&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Failure_to_Communicate&amp;diff=34724</id>
		<title>A Failure to Communicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Failure_to_Communicate&amp;diff=34724"/>
		<updated>2011-05-18T08:07:21Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Last Hope|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Reaching the Zenith|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 3 MISSION 3&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Red Alert! The Beta Aquilae installation is under attack. The [[SD Lucifer|Lucifer]] has been sighted in the area. Protect it at all costs. Additional orders will be given to you on site.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is a scramble mission. Your load-out will be a [[GTF Valkyrie|Valkyrie]] interceptor with [[GTW Prometheus|Prometheus]] and [[GTW Avenger|Avenger]] cannons and (8) [[GTM Phoenix V|Phoenix V]] missiles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you enter the mission, you should start afterburning towards the fore-end of the SD Lucifer, signaling Alpha wing to attack it. The wingmen of course will never get there in time to attack it and damage themselves. When the installation goes critical, target Deva 2 and order your wingmen to attack it, and then go after Deva 1 yourself. Make sure you are flying directly into the [[SF Dragon|Dragon]]s path (the lead indicator should be near the center of the targeting brackets), once it enters [[GTM Phoenix V|Phoenix V]] range, slow down, lock on, then afterburn and fire your ordnance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Deva 1 should be hit by the force of two Phoenix Vs and go down right away, if it doesn&#039;t, start over, you don&#039;t have time to deal with two [[SF Dragon]]s. If Deva 1 is, in fact, destroyed immediately, try to destroy Deva 2 as quickly as possible (if your wingmen haven&#039;t already) you need to get it down near-instantly or the next Shivan wave will decimate the [[GTEP Hermes|escape pods]]. With Deva 2 safely out of the way, order Alpha and Beta to protect Escape 2 and Escape 4, and afterburn to catch up with the [[GTEP Hermes|Hermes escape pods]]. When Karna wing of [[SF Basilisk]] fighters arrive select one of them from the group and order all fighters to ignore it, go ahead and destroy other fighters but let one be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Whichever fighter you selected to preserve (temporarily) keep distracting it, fire in front of it, fire a couple of rounds into its shield, just enough to keep it off of the [[GTEP Hermes]]. This is a cheap trick that will prevent more enemy wings from respawning. If you want to play the mission seriously, kill all the wings and be ready for several wings of fighters and bombers.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep targeting the Hope and checking its remaining time on its waypoints, when it completes its waypoints destroy the Karna fighter and afterburn over to the Aquilae Communications station (a GTSC Faustus science cruiser), after a minute or so, you&#039;ll be clear to return to base.&lt;br /&gt;
&lt;br /&gt;
==Alternate Missions==&lt;br /&gt;
If the PVD Hope did not survive the previous mission, then the PVD Pinnacle will be available to assist you instead in guarding the communications station.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This is one of the more frustrating missions in the game. In order to complete the bonus objective -- protect &#039;&#039;all&#039;&#039; escape pods -- you might have to restart this mission a &amp;quot;couple&amp;quot; of times. The pods are frail as matchstick men and your wingmen are idiots. If you lose a pod, simply restart. Alright, you &#039;&#039;will&#039;&#039; pass with just 2 pods intact, but you won&#039;t receive your bright and shiny medal, then.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a couple of things in the mission data that you probably should use to your advantage. The likely target for this example would be the last surviving ship of Karna wing. As stated above, order all your wingmen to ignore it and keep harassing it until it starts attacking you. If you stay in close proximity of this last Karna ship, it will focus all intentions on you and thus&amp;amp;mdash;while still alive&amp;amp;mdash;will prevent the next wings&#039; arrival. Keep up this (on the surface of it quite meaningless) cat and mouse race, and let the FreeSpace game engine take care of the rest of the mission for you. The last bit is to simply eliminate the last Krishna survivor. By this time your reinforements should have arrived. With the added firepower, eliminating the following hostile wings should be a breeze.&lt;br /&gt;
&lt;br /&gt;
If you cannot take down one of the Devas with the dual Phoenix, you could still have a chance to finish the mission, but a very slim one. Have your wing tackle one Dragon while you solo the other. If you can down the one you were chasing, rush to the pods and look out for the Basilisks. While your teammates are generally incompetent, they can tie down the second Dragon to the point that it cannot get to the pods, and will eventually down it.&lt;br /&gt;
&lt;br /&gt;
After the battle, the Isis repair will try to &amp;quot;repair&amp;quot; the terminal. If the Isis appears from the &amp;quot;wrong&amp;quot; fighterbay of the Hope, the direct route to the terminal is by going &#039;&#039;through&#039;&#039; the Hope. When so happens, position yourself near it, grab some soda, and get the pleasure of watching the Isis pilot commit suicide.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[SD Lucifer]]&lt;br /&gt;
*PVD Hope&lt;br /&gt;
*PVD Pinnacle&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Cloak_and_Dagger&amp;diff=34384</id>
		<title>Cloak and Dagger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Cloak_and_Dagger&amp;diff=34384"/>
		<updated>2011-04-21T07:28:19Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Secret Recovery|Previous Mission]]&lt;br /&gt;
| [[Silent Threat Campaign Walkthrough]]&lt;br /&gt;
| [[Field of Destruction|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SILENT THREAT MISSION 7&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
===&#039;&#039;&#039;Command Briefing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Unknown Fighters&#039;&#039;&lt;br /&gt;
:&#039;&#039;During recovery of the Einstein&#039;s escape pods in Beta Aquilae, unidentified fighters attacked your wing. The results of our inquiry are puzzling-the vessels are Loki-class fighters, GTI design and manufacture.&#039;&#039;&lt;br /&gt;
:&#039;&#039;GTI research and development created the Loki-class fighter at a top-secret installation, location undisclosed. The prototype of a stealth fighter project, the Loki is designed to elude detection by all known sensor arrays.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Unknown Fighters&#039;&#039;&lt;br /&gt;
:&#039;&#039;Analysis of the Beta Aquilae attack has enabled our engineers to exploit a structural weakness in the Loki, thus rendering its stealth technology useless. We have shared this information with our Vasudan allies, and we anticipate the Shivans will also have the expertise to uncloak the fighter.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The incident does signal an even more disturbing development, however: the emergence of a rogue element within the GTI. We suspect an insurgent cell has appropriated the Loki for unknown purposes. However, the secrecy surrounding the stealth project has impeded further inquiry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The Einstein&#039;&#039;&lt;br /&gt;
:&#039;&#039;The appearance of the Einstein in the Vega System is also troubling.&#039;&#039;&lt;br /&gt;
:&#039;&#039;According to service logs, the Einstein was destroyed during the initial Shivan encounter at Ross 128, in which the enemy annihilated all Terran ships and installations. The Einstein had entered the system to conduct a routine geological survey three days prior to the attack.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Obviously, the Einstein&#039;s presence in Vega during our recent operation contradicts the official record.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ross 128&#039;&#039;&lt;br /&gt;
:&#039;&#039;Furthermore, evidence suggests the Einstein may have been a rogue GTI ship. A high-ranking GTI operative, Captain Ezra Tycho, commanded the science vessel. Though its official duties were limited to low-level planetary studies, the Einstein may have been involved in covert operations and weapons research. Analyzing the data we have gathered so far, we believe rogue elements within the GTI may have known about the existence of the Shivan threat prior to the attack on Ross 128.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Rogue Elements&#039;&#039;&lt;br /&gt;
:&#039;&#039;Therefore, we suspect the Loki-class fighters were engaged in a GTI cover-up. The attack on your wing in the Beta Aquilae system may have been a botched attempt to destroy evidence of the Einstein&#039;s existence. The extent of the cover-up and the objectives of the conspiracy remain unknown. You are advised to exercise caution during your next sorties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;New Technology: Loki Fighter&#039;&#039;&lt;br /&gt;
:&#039;&#039;The latest prototype developed by the GTI stealth project, the Loki features high maximum velocity and excellent maneuverability. Because of a minor structural weakness, the Loki&#039;s stealth capability has been compromised. Nevertheless, the Loki is the most versatile fighter in our arsenal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;New Technology: S-Breaker&#039;&#039;&lt;br /&gt;
:&#039;&#039;Developed as an anti-Shivan weapon, the Shield Breaker inflicts massive damage to enemy defensive systems. This weapon causes no structural damage, but coupling it with an anti-hull cannon will be effective against larger Shivan bombers such as the Seraphim.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Use it well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Pirates have attacked the Talus Mining Facility. Because this installation processes materials critical to our warhead production, control of Talus is of the utmost strategic importance.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The facility&#039;s garrison repelled the pirate attack but sustained ninety percent casualties. Certain volatile materials breached containment during the engagement, and the resulting explosion annihilated the pirate force. However, the blast also severely compromised the structural integrity of the installation.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Your primary objective will be to escort our transports while they recover the remaining warhead materials.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Be advised the explosion released an ionized gas that will render small vessels invisible to sensors. This will make missile lock impossible on targets within the ionized zone.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once the operation has commenced, the facility will begin its evacuation. However, the cargo must be your first priority. Only after the materials have been recovered should you protect the escape pods. We regret any casualties that may result, but the strategic value of the warhead materials necessitates this decision.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Command will deploy bombers to destroy the facility after all materials and survivors have been recovered.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Because of heavy subspace activity in the area, we should anticipate a Shivan attack against our operation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Scan all the freighters that come in. Some of them are traitors. You can safely ignore the escape pods, as they should be able to make it out on their own. Hang around the jump node and kill all the fighters that jump in. Then you can focus on scanning. Your wingmen should handle the bombers that jump in on the far side of the station.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
[None]&lt;br /&gt;
&lt;br /&gt;
[[Category:Silent Threat Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Secret_Recovery&amp;diff=34383</id>
		<title>Secret Recovery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Secret_Recovery&amp;diff=34383"/>
		<updated>2011-04-21T07:21:12Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hellfire (ST)|Previous Mission]]&lt;br /&gt;
| [[Silent Threat Campaign Walkthrough]]&lt;br /&gt;
| [[Cloak and Dagger|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SILENT THREAT MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Hammer of Light commandos have seized the Giordano, a science station located in the Deneb system. Sensitive GTI data will be compromised if we fail to recapture the Giordano immediately.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Intelligence indicates the Vasudan destroyer Ptah now guards the science station.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Your objective will be to protect transport Epsilon 1. The transport will dock with the Giordano and warp to a secure position. Delta wing will escort Epsilon 1 into the Deneb system and assist you with your mission.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Should Epsilon 1 fail to accomplish its objective, we will deploy Epsilon 2. If neither transport succeeds in recovering the Giordano, your orders are to destroy the station and return to base.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
The Giordano is initially the main thing here. Order one wing to protect the station, and another to protect the Epsilon transport. If you&#039;re not scared of it, take on the Ptah. The Ptah spits out seemingly endless waves of fighters. Since it&#039;s too big a target to take out yourself, initially focus on the fighters. Once the Giordano has jumped out, you can try to take out the Ptah or you can bail. If you do not actually eliminate the Ptah, you have a shot at 400+ kills in a single mission. The Thoths are dirt easy to take out.&lt;br /&gt;
&lt;br /&gt;
Destroying the &#039;&#039;Ptah&#039;&#039; is your bonus objective.&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* GTS &#039;&#039;Giordano&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ptah&#039;&#039;&lt;br /&gt;
[[Category:Silent Threat Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Selectah&amp;diff=28400</id>
		<title>User talk:Selectah</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Selectah&amp;diff=28400"/>
		<updated>2010-03-11T13:22:06Z</updated>

		<summary type="html">&lt;p&gt;Selectah: Replaced content with &amp;#039;Killed the stuff. ~~~~&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Killed the stuff. [[User:Selectah|Selectah]] 13:22, 11 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=19901</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=19901"/>
		<updated>2008-12-31T08:57:47Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Bugs */ Ow, my lack of familiarity with greek mythology!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
===Mission-related Quirks===&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition used the facing-waypoint SEXP to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* The mission name &#039;Exodus&#039; appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names &#039;The Great Hunt&#039; and &#039;Clash of the Titans&#039; (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* [[As Lightning Fall]] is the only FreeSpace 2 mission with no beams mounted on any ship.&lt;br /&gt;
&lt;br /&gt;
===Ship-related Quirks===&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated &#039;&#039;HLC Maltusa&#039;&#039;.&lt;br /&gt;
* The SCv Moloch&#039;s fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot; (albeit slightly enlarged). &lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The [[PVS Scarab|Scarab]] and the [[GVEP Ra|Ra]] have FreeSpace&#039;s only &amp;quot;in-game&amp;quot; depiction of a Vasudan, Shivan, or Terran. The &amp;quot;unmanned&amp;quot; Scarab has a dead Vasudan in its debris, while the Ra&#039;s story is somewhat more [[Find the MOON Challenge Results|interesting]].&lt;br /&gt;
* The Hermes, Centaur, Scarab, Nephythys, and Hygeia all have untargetable engine subsystems and can be disabled by a properly placed Harpoon shot. The Centaur in [[Enter the Dragon]] is ocasionally disabled by the &#039;&#039;Shakti&#039;s&#039;&#039; blob turrets, for example. The Ra has an engine subsystem as well, but for whatever reason, it cannot be disabled.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* The Vasudans have no equivalent to the massive [[GTT Argo|Argo]] or [[SFr Asmodeus|Asmodeus]]. To get around this, in [[Return to Babel]] the Vasudans actually use an Argo transport named the GTT &#039;&#039;Qeb&#039;&#039;. There is Volition concept art for the GVT &#039;&#039;Qeb&#039;&#039; class, which was apparently never made.&lt;br /&gt;
* The [[FreeSpace 1 Vasudan Ship Database#HLD Prophecy|HLD &#039;&#039;Prophecy&#039;&#039;]] in [[The Great Hunt]] is &amp;quot;Neutral&amp;quot;. Most Hammer of Light ships are set this way in missions that also feature Shivans, to allow the two to engage each other.&lt;br /&gt;
* The [[GTD Hecate|&#039;&#039;Hecate&#039;&#039;]] model is apparently based off of the [[GTD Hades|&#039;&#039;Hades&#039;&#039;]] model. The bow, rear engine arrangment, and &amp;quot;vertical&amp;quot; superstructures are similar.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an allow-ship SEXP; they&#039;re only used in &amp;quot;scramble&amp;quot; missions. Nor is the [[GVB Sekhmet|Sekhmet]] &amp;quot;given&amp;quot; to the player; this ship is the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly in the main single-player campaign. Note that you have a chance to fly the [[GTF Pegasus|Pegasus]] only once, in [[Endgame]].&lt;br /&gt;
* Viewed from the side, the [[GTI Arcadia|Arcadia]] resembles the [[GTA]] logo.&lt;br /&gt;
* The gas-miners [[GTG Zephyrus]] and the [[GVG Anuket]] have dockpoints named &#039;blahblah&#039;.&lt;br /&gt;
* Almost all the freighters and transports of FreeSpace 1 have unused shield meshes. (The [[Elysium]], [[Chronos]], [[Poseidon]], [[Isis]], [[Bast]], [[Ma&#039;at]], [[Satis]], [[Azrael]], [[Mephisto]] and [[Asmodeus]] are all included in this group). The shield meshes can easily be re-activated by editing the [[ships.tbl]]. None of the new freighters or transports included with FreeSpace 2 share this trait.&lt;br /&gt;
&lt;br /&gt;
===Weapon-related Quirks===&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus&#039; turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key as well as the proximity target key. If you have previously acquired an aspect lock on a target, your target display will show a video from the bomb&#039;s seeker. If you have not acquired an aspect lock yet, it will show the regular display.&lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King&#039;s Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King&#039;s Gambit]].&lt;br /&gt;
* The [[Harbinger]] missile model is reused as the tip of the [[Stiletto]] missile model.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage, respectively (per every ~.2 seconds).&lt;br /&gt;
* A [[FreeSpace Reference Bible]] command brief states that the Terrans or Vasudans &amp;quot;tried three different missile prototypes, with no luck whatsoever&amp;quot; against the Lucifer as it attacked &amp;quot;the Vasudan outpost in the Diones system&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Other Quirks===&lt;br /&gt;
* There are only three canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy. Finally, the FS2 multi mission Rebel Intercept has the player intercepting NTF reinforcements headed to reinforce a ground battle in [[Sirius]].&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don&#039;t have a head animation. None of the freighter&#039;s messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf&#039;s messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1&#039;s commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
* In [[ships.tbl]] in both FS1 and FS2, ship names beginning with an &amp;quot;@&amp;quot; indicate a ship that was present in the demo.&lt;br /&gt;
* FreeSpace contains many [[Node Inconsistencies|node inconsistencies]]. For example various FS1 command brief ANIs show 3 different nodes connecting Sol to other systems (but not all at once). &lt;br /&gt;
* Right-clicking in the mainhall allows you to cycle through interface choices.&lt;br /&gt;
* Mission sm3-05 in FS1 makes reference to an enigmatic &amp;quot;[[Ysusi]] System&amp;quot;. In the mission briefing dispaly, there is a node labeled &amp;quot;Ysusi System&amp;quot; placed outside the view area.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Software, mission design, and similar bugs.&lt;br /&gt;
&lt;br /&gt;
* Exclusive to &#039;&#039;Descent: FreeSpace&#039;&#039;; if a support ship is ordered to dock with the player through AI orders and not by player command, the player&#039;s ship will be thrown out of the game area at high velocity in an intense spin. Leaving the game area by warping is subsequently impossible due to the spin.&lt;br /&gt;
* The FreeSpace engine&#039;s solution to complicated collision problems is to fling one of the offending objects far out of the game area, in the order of 500,000 units. It was once a minor pastime of the FreeSpace community to see how far one could be &amp;quot;flung&amp;quot; after messing around with the Orion&#039;s fighterbay.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]&#039;s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the command briefing animation for [[The King&#039;s Gambit]], the strategy is described in &amp;quot;Stage One&amp;quot; followed by &amp;quot;Stage 2&amp;quot;.&lt;br /&gt;
* Sentry 04 in &#039;Place of Chariots&#039; is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch&#039;s figherbay &amp;quot;paths&amp;quot; are misplaced. It also has an incorrect turret normal on one of its bottom laser turrets that allows the Moloch to fire through itself. This is a common problem with Volition FreeSpace models. For example, the GTFr Chronos can fire straight through itself.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs, but not Cyclops or other heavy weaponry. This never has a chance to be noticed in the main campaign, as the player only uses Helios in scramble missions. This is widely believed to be either a data entry error or some kind of joke.&lt;br /&gt;
* During asteroid escort missions, note that the game only &amp;quot;hurls&amp;quot; asteroids at ships on your escort list. Therefore, you can make these missions easier by removing all friendly vessels from your escort list. It is not known if the same rule applies for hostile ships as well. This may not work at all in FS1, as ships marked as &amp;quot;escort ship&amp;quot; in FRED cannot be removed from your list. FSPort players face no such restriction.&lt;br /&gt;
*The &amp;quot;big damage&amp;quot;, &amp;quot;huge&amp;quot;, etc. flags are not fully implemented in FS1; it&#039;s possible to kill the Lucifer with an ML-16. They are implemented in FS2, however.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* Act I of FreeSpace 1 (consisting of the missions up to [[First Strike]]) was originally released as &#039;&#039;Descent: FreeSpace: Darkness Rising&#039;&#039;.&lt;br /&gt;
* Volition released a [[FreeSpace Alpha]] version to several reviewers before the release of FS1. The Alpha contained a stripped-down, incomplete version of FS1, with the two FS1 demo missions plus an original mission featuring a Fenris/Leviathan cruiser named GTC &#039;&#039;Juggernath&#039;&#039;. The mission was dropped before the official demo shipped.&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* The SC Cain and SC Lilith cruiser originally had a different hull design, with two fin-like appendages protruding from the lower hull. These can clearly be seen in [[FreeSpace Alpha|alpha/beta]] screenshots.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* The special-issue DVD release of Descent: FreeSpace used planet bitmaps as backgrounds like in FS2, as well as afterburner trails.  These additional effects were also apparently included in the demo, although they are missing in the main release.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It&#039;s arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren&#039;t working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|Lucifer]] tech description in FS1 states that it has 3 &amp;quot;flux&amp;quot; cannons. However, it only has 2. The third beam (perhaps the one used for bombarding planets) was probably meant to be mounted on the bow of the ship.  (Development notes specify that a beam is to be located on each set of three red circles.)&lt;br /&gt;
*The high-res Lucifer model that Volition used for cutscenes has two &amp;quot;antennae&amp;quot; that are not present in the in-game model. They were probably removed for aesthetic reasons, but the non-canon HTL Lucifer re-incorporated them. Also, the high-res Lucifer has several green lights along with its red lighting which are clearly visible in the endgame cutscene. Note that Shivan ships were originally intended to be green.&lt;br /&gt;
* Originally the first mission in Descent: FreeSpace had the player cast as part of the Orff&#039;s crew, not the Galatea&#039;s. This can be verified through briefing screenshots taken from the [[FreeSpace Alpha|alpha/beta]] releases.&lt;br /&gt;
* The [[FreeSpace Reference Bible]] seems to imply that groups ships jumping in from subspace were originally intended to all come through the same &amp;quot;hole&amp;quot;, rather than each ship having an individual hole. (&#039;&#039;The pilot is soon within sight of the Terran installation.  As the pilot struggles to relay his story and keep his bomber from disintegrating, many subspace holes open up in front of him, out of which streams of Shivan fighters pour.&#039;&#039;)&lt;br /&gt;
* There is a sound file in the FS1 VPs called &amp;quot;Approach.wav&amp;quot; that sounds like a fighter coming in to land on its carrier. This implies that Volition initially intended there to be a landing cutscene at the end of each mission, like Wing Commander. The file might also be a leftover from an earlier design choice with every mission ending with the player entering a docking bay. This was scrapped early on, due to it severely changing the way missions were played.&lt;br /&gt;
* The FS2 voice VP, stu_fs2.vp, contains voiceacting for an unreleased mission, M09. More information can be found on the [http://www.hard-light.net/forums/index.php/topic,42231.0.html Hard Light thread] on the subject.&lt;br /&gt;
*The reason why FreeSpace is called FreeSpace is because it actually is referring to subspace. Inside the reference bible, the following quote is found &amp;quot;&#039;&#039;When scientists discovered what used to be called “FreeSpace” (now referred to as “subspace”)&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
Most of these renamings were noticed in pre-release screenshots, model file names, or in FRED by looking at internal names used in the missions themselves.&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow. The name for the missile can clearly be seen in the FreeSpace 2 trailer.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm. The name SD-4 Sidearm can clearly be seen in the FreeSpace 2 trailer. Moreover, in the retail version of FreeSpace 2 the icon and animation files for the weapons are still called iconSD4 and SD4, respectively.&lt;br /&gt;
* The Akheton SDG laser was originally named DR-2 Scalpel. At some point during the development phase it was also known as Akheton DR-2.&lt;br /&gt;
* The Interceptor was originally called the Shrike. At one point it was also called the Mega.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye. The name is still present in the FreeSpace 1 demo.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The GTW-83 Lamprey was originally called the Shrieker, and was later changed to GTW-83 Light Laser, before finally settling on the present name.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The GTW-66 Maxim Cannon was originally called the GTW-66 Newton Cannon.&lt;br /&gt;
* The Morning Star was originally called the Mace. Later in development the name was changed to Flail II. Ultimately, though, it was renamed Morning Star.&lt;br /&gt;
* The Hornet was originally called the Bombardier.&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre&#039;s name was originally Admiral Hepsut ([[Surrender, Belisarius]])&lt;br /&gt;
* The GTD &#039;&#039;Aquitaine&#039;&#039; was originally named the GTD &#039;&#039;Intrepid&#039;&#039;.&lt;br /&gt;
* The GTD &#039;&#039;Galatea&#039;&#039;, was originally named the ITA &#039;&#039;Repulse&#039;&#039; ([[FreeSpace Reference Bible]]).&lt;br /&gt;
* The SJ &#039;&#039;Sathanas&#039;&#039; was originally named &#039;&#039;Apocalypse&#039;&#039;. If you look at your event log after completing [[A Monster in the Mist]], you can still see a goal named &amp;quot;Scan Apocalypse Subsystems&amp;quot;.&lt;br /&gt;
* The GTFr &#039;&#039;Chronos&#039;&#039; was originally named &#039;&#039;Boar&#039;&#039;.&lt;br /&gt;
* The GVF &#039;&#039;Tauret&#039;&#039; was originally named &#039;&#039;Crab&#039;&#039;.&lt;br /&gt;
* The SF &#039;&#039;Dragon&#039;&#039; was originally named &#039;&#039;Mosquito&#039;&#039;.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
* For a long time the Apollo fighter was called &#039;&#039;SF-XX Generic Fighter&#039;&#039;.&lt;br /&gt;
* In the [[FreeSpace_Alpha|Alpha]] version, the Fury Missile still used the graphics of the left-out G-13 Medium Laser. The laser weapon disappeared completely before the original FreeSpace 1 demo, and was unique to the Alpha version. (It also looks a lot like the Tsunami colored grey.)&lt;br /&gt;
&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
Allegedly, Volition contracted another company to make the FreeSpace cutscenes. They have several canon inconsistencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 1 Intro&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo&#039;s gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the front seat of the intro&#039;s Apollo-bomber. He is visible for less than a second. The [[FreeSpace Reference Bible]] refers to this copilot as the &amp;quot;gunner&amp;quot;.&lt;br /&gt;
* [[GTF Hercules|Hercules]] and [[GTB Medusa|Medusa]] icons are shown on Riviera Station&#039;s radar display (although no Hercs or Medusas are visible in the cutscene).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallfight&#039;&#039;&#039;&lt;br /&gt;
* The captured Shivan vessel is called &amp;quot;Freighter&amp;quot;, but it&#039;s actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 2 Intro&#039;&#039;&#039;&lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]. However, FreeSpace 1 command briefs claim that the &#039;&#039;Bastion&#039;&#039; and &#039;&#039;Galatea&#039;&#039; are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system. [[Volition]] stated that this ship was not the &#039;&#039;Galatea&#039;&#039;, and the Bastion does not bite the bullet until nearly the end of FS2.&lt;br /&gt;
* A Shivan [[Demon|&#039;&#039;Demon&#039;&#039;]]-class destroyer appears after the destruction of the &#039;&#039;Legion&#039;&#039;, even though the only Shivan destroyer (other than the &#039;&#039;Lucifer&#039;&#039;) in the system, the [[SD Eva|&#039;&#039;Eva&#039;&#039;]], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
* A Hercules is shown crashing into the planet after getting shot down. It sits on the planet surface, relatively undamaged. In reality, an object in uncontrolled descent from orbit with the mass of a FreeSpace 2 fighter (which is hardly budged by &amp;quot;mutli-kiloton&amp;quot; missiles) would leave a deep crater in the ground. The pilot would experience extreme g-force upon impact and would not be alive to climb out of the cockpit as he apparently does in the cutscene.&lt;br /&gt;
* The Hades is shown as a wreck on the surface of the Deneb planet. Silent Threat command briefings indicate that the Hades was destroyed in [[Beta Aquilae]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus cutscene&#039;&#039;&#039;&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The &#039;&#039;Lucifer&#039;&#039; is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Real Life&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This category includes mainly business decisions, but also interesting connections between FreeSpace and RL.&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It&#039;s FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace in the US due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
* &#039;&#039;FreeSpace 2&#039;&#039; was originally named &#039;&#039;FreeSpace 2: Colossus&#039;&#039; (for the demo). Even before that, it was named &#039;&#039;FreeSpace 2: Exodus&#039;&#039;.&lt;br /&gt;
* In Greek, the plural of Knossos is Knossoi, and the plural of Sathanas is Sathanai (ancient Greek) or Sathanes (modern Greek). These are loose translations; Sathanas is simply the Greek representation of the Hebrew word for Satan. Volition always circumvented the plural by using phrases such as &amp;quot;Sathanas juggernauts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves): [[Image:Freespacebox-1a.JPG|thumb|&#039;&#039;&#039;The front side of the European box edition.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:Freespacebox-2a.JPG|thumb|&#039;&#039;&#039;The back side of the European box edition.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Deimos is listed as an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos&amp;quot;). However, the following text specifies that the ship class is &amp;quot;corvette&amp;quot;. (Can be seen in the back side of the box)&lt;br /&gt;
* The Deimos has side-mounted multipart turrets that are not present in the game, or even possible under the game engine. (Can be seen in the ftont side of the box)&lt;br /&gt;
* The Deimos&#039;s turrets are not firing Terran Turrets. Instead they are firing Kayser-like lasers. (Can be seen in the front side of the box)&lt;br /&gt;
* Only the Perseus in front of the Deimos has engine thrusters. (Can be seen in the front side of the box)&lt;br /&gt;
* On the European version of the box, the &#039;&#039;Lucifer&#039;&#039; is visible just at the right of the first Deimos&#039;s top turret. (Can be seen in the front side of the box)&lt;br /&gt;
* On the European version of the box, the Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;). (Can be seen in the front side of the box)&lt;br /&gt;
*In the back side of the box, the text below the rightmost screenshot says: &amp;quot;Encounter &#039;beam weapons&#039; that can penetrate and utterly carve gigantic capital ships in half.&amp;quot; However, beams in the game cannot cleave anything in half.&lt;br /&gt;
*In the introduction (back side), the last paragraph says: &amp;quot;Your nemesis has arrived... and they are wondering what happened to their scouting party.&amp;quot; This statement is ambiguous, because it can refer to the Shivan force that attacked in 2335 (FreeSpace 1) or the scouting part that destroyed the GTC &#039;&#039;Vigiliant&#039;&#039;.&lt;br /&gt;
* The Italian version of the box says that beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Imparate a usare le armi a raggi...&amp;quot;, &amp;quot;Learn to use beam weapons...&amp;quot;) (Not shown in the thumbnails provided below)&lt;br /&gt;
&lt;br /&gt;
[[Category:The games|Trivia]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Trivia&amp;diff=19900</id>
		<title>Talk:FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Trivia&amp;diff=19900"/>
		<updated>2008-12-31T08:52:09Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Sources? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ganymede==&lt;br /&gt;
*You wrote that the Ganymede is never used ingame, but actually it&#039;s used in a multiplayer dogfight. - [[User:Darth DySkO|Darth DySkO]] 18:28, 30 Apr 2007 (CET)&lt;br /&gt;
*True, but never used inside the Single Player. I would change that section soon.&lt;br /&gt;
==Pics?==&lt;br /&gt;
*Perhaps someone w/ a scanner (or pic files of the box art) could &#039;&#039;beautify&#039;&#039; the article w/ scans/pics/eye candy? Especially the &amp;quot;inconsistencies&amp;quot; section? I could do it, but I haven&#039;t neither the box nor any digital reproductions. [[User:Selectah|Selectah]] 05:00, 6 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
*Uploaded the European Version of the Boxed FreeSpace 2 (named FreeSpacebox-1.jpg and FreeSpacebox-2.jpg.) Could someone verify that these two images work as thumbnails? I am getting a error displaying the thumbnail, but no problem when clicked on actual link. [[User:Nubbles|Nubbles]] 12:30, 11 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
*They don&#039;t work, sayeth the [[User:Snail|Snail]] on 12:50, 11 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Sources?==&lt;br /&gt;
Ok, this is kinda an afterthought. Are there &#039;&#039;any&#039;&#039; sources to this trivia, like, around the &#039;net? Would be happy to read. [[User:Selectah|Selectah]] 05:24, 6 July 2007 (CDT)&lt;br /&gt;
*If you ask me where a specific thing comes from, I could probably point you in the right direction. A lot of the stuff that isn&#039;t in-game is either from concept art or the Volition website. The FS2 website has an interesting section, Bug Fix of Day, which gives you a bit of designer commentary. I fear that some other statements (like &amp;quot;the Ra was used to deploy fighters&amp;quot; ??? ) are innacurate fanon, but what the hell. This is Wiki. [[User:Mustang19|Mustang19]]&lt;br /&gt;
Sure thing. I was wondering where the &amp;quot;&#039;&#039;too wacky for release&#039;&#039;&amp;quot; thing regarding the Corkscrew is from? Anyone? [[User:Selectah|Selectah]] 04:02, 1 April 2008 (CST)&lt;br /&gt;
*It was definitely a Volition comment. It may be in the tables, I&#039;m not sure. [[User:Snail|Snail]] 12:52, 1 April 2008 (CST)&lt;br /&gt;
Where, exactly? [[User:Selectah|Selectah]] 02:52, 31 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==HLD Prophecy==&lt;br /&gt;
How come when I play it, it is enemy? [[User:Nubbles|Nubbles]] 13:11, 13 September 2007 (CDT)&lt;br /&gt;
Open the mission in FRED and see what side it&#039;s set as. It&#039;ll shoot at you anyway, though.[[User:Mustang19|Mustang19]] 14:56, 13 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Both Neutral and Hostile are red in-game. Friendly is green and unknown is purple. There is no way to distinguish between Neutral and Hostile unless you go into FRED. [[User:Snail|Snail]] 13:03, 1 April 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==GVT Qeb==&lt;br /&gt;
&lt;br /&gt;
Says something about a concept art for a transport called the &amp;quot;GVT Qeb.&amp;quot; Citation needed [[User:Snail|Snail]] 16:47, 3 April 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Go on the Volition website and look for FS2 concept art. Or look through the FS2 credits pics. There&#039;s an Argo-looking thing labeled &amp;quot;GVT Qeb&amp;quot;. [[User:Mustang19|Mustang19]] 22:58, 11 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Hatshepsut beam screensot (back side of the retail box) ==&lt;br /&gt;
&lt;br /&gt;
Can anyone make it out which mission is it taken from? Because if I guess it right, it&#039;s the first mission. In the screenshot, the player flies the Herc II, which is unavailable in the first mission. - [[User:TopAce|TopAce]] 09:04, 23 August 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been a while since I played it, but I thought it was from the last mission of the FS2 demo.  That said, it could also have been taken in an early version of a campaign mission that was significantly modified, or it could have been a mission ultimately removed from the game.  -- [[User:BlueFlames|BlueFlames]] 17:03, 23 August 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Derek_Smart&amp;diff=19899</id>
		<title>Derek Smart</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Derek_Smart&amp;diff=19899"/>
		<updated>2008-12-31T08:43:59Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://en.wikipedia.org/wiki/Derek_Smart Derek Smart] is an independent game developer and member of the [http://www.igda.org IGDA] (International Game Developers Association) from Ft. Lauderdale, Florida. Smart is mostly known for his self-produced &#039;&#039;&#039;BattleCruiser&#039;&#039;&#039; series.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The FreeSpace 3 issue==&lt;br /&gt;
In 2004 Smart considered bidding for the FreeSpace licence from [[Interplay]], with the goal of creating &#039;&#039;[[FreeSpace 3]]&#039;&#039;. When the news about his interest in the licence became publicly known in the FreeSpace community, Smart met with considerable opposition from the community and received little or no support. However, polls among the gaming public showed that the general, non-HLP customer base would acquire the game, regardless of Smart&#039;s involvement.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smart did expound on his stance and claimed that from a business perspective he can not merely continue on an already existing project and that he, by extension, was thus not interested in the opinion of the community. Mentioning his name on the unofficial FreeSpace fan site of [http://www.hard-light.net Hard Light Productions] is often met with derogatory statements and threads that mention him are often closed.&lt;br /&gt;
&lt;br /&gt;
==IP rights==&lt;br /&gt;
Smart is known for tenaciously defending his intellectual property (IP) rights to his productions. When the shelf life of a production expires, Smart retains&amp;amp;mdash;or regains&amp;amp;mdash;the publishing rights to the product. After its retail run the product is subsequently released for free to the general public. At present, his publishing and production company&amp;amp;mdash;3000AD&amp;amp;mdash;is the sole publisher of the Battlecruiser series, and the company is handling the online publishing in its entirety.&lt;br /&gt;
==Freeware==&lt;br /&gt;
In accordance with 3000 AD&#039;s policy, all titles are released as non-commercial freeware after their retail run. At present, 3000 AD is offering &#039;&#039;Universal Combat&#039;&#039;, &#039;&#039;Battlecruiser Millennium&#039;&#039; and &#039;&#039;Battlecruiser 3000AD&#039;&#039; (versions 1.0 and 2.0) free-of-charge. The games can be found on most electronic mass distributors&#039; sites.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://www.dereksmart.com Derek Smart&#039;s personal website]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Real life]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Alpha&amp;diff=18593</id>
		<title>FreeSpace Alpha</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Alpha&amp;diff=18593"/>
		<updated>2008-09-16T09:35:37Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is about the preview version of &#039;&#039;Descent: FreeSpace&#039;&#039;. If you&#039;re looking for Alpha One, you should click [[Alpha_1|here]].&lt;br /&gt;
==General==&lt;br /&gt;
[[Image:Medium_laser.jpg|thumb|&#039;&#039;&#039;Evidence of the remnants of the G-13 Medium Laser from FreeSpace Alpha.&#039;&#039;&#039;]]&lt;br /&gt;
Before the retail release of Descent: FreeSpace,  a number of Alpha and Beta versions were shipped to various testers and magazine editors in order for them to get a preview of what&#039;s coming, plus it allowed them to advertise the coming game. There was a lot of unique gameplay content in the Beta and the Alphas -- of which there was a total of two; content that was not included &#039;&#039;at all&#039;&#039; in the released versions of the game or was changed to the point of unrecognizability. Some of the Alpha-only content included things such as unique ships -- the shivan cruiser &#039;&#039;Caldera&#039;&#039; and the terran cruiser &#039;&#039;Juggernath&#039;&#039; -- and unique dialogue deepening the storyline.&lt;br /&gt;
&lt;br /&gt;
Some graphics decisions unique to the Alpha are, amongst other things, a completely different HUD with shield integrity as exact percentage instead of graphics, a different pilot stat screen with your current fleet affiliation on display and totally different pilot appearance graphics, different POF models and mission backgrounds including multiple planets (&#039;&#039;official screenshot of early planet background [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0030.jpg here]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In the earliest phases of development, and thus apparent in the Alpha screenshots, the fighter and bomber ship models disintegrated in the same fashion as the ships in the 6DoF &#039;&#039;Descent&#039;&#039; series, ie the ship&#039;s fuselage got literally &amp;quot;blown to bits&amp;quot;. This was probably deemed too processor heavy, and was quickly dropped. Not a single screenshot post-Alpha reflects this earlier development decision.&lt;br /&gt;
&lt;br /&gt;
Unique weaponry for the Alpha included weapons that are still present in some of the screenshots on Volition&#039;s official FreeSpace site. Look for evidence of the the Mag-Pulse and Angelfire missiles (&#039;&#039;screenshot [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0014.jpg here]&#039;&#039;), for instance, check for stats below. The screenshot is also proof that the [[GTM MX-64|Rockeye]] secondary was already part of the Beta release, and was simply re-introduced in &#039;&#039;FreeSpace 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Alpha/Beta versions also included unique dialogue. Some of the generic lines present in the Alpha/Beta releases were later dropped in favour of the present ones, such as &amp;quot;&#039;&#039;Enemy at three o&#039;clock high!&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Sir watch your tail&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Enemy fighters just appeared on radar&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Screenshots from FreeSpace Alpha==&lt;br /&gt;
Very few screenshots of the earliest development phases of &#039;&#039;Descent: FreeSpace&#039;&#039; are still available (as of 2007). In sheer volume, most of the screenshots can still be seen on Volition&#039;s official &#039;&#039;Descent: FreeSpace&#039;&#039; site. The official screenshots, however, are from the last stages of development. For all intents and purposes, the screenshots can be said to reflect the actual game play of the playable Beta version.&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;FreeSpace Alpha gallery&amp;quot;&amp;gt;&lt;br /&gt;
Image:Alpha_hud.jpg|Early version of the HUD.&lt;br /&gt;
Image:Alpha_hud_2.jpg|Planet backgrounds from &#039;&#039;FreeSpace Alpha&#039;&#039;.&lt;br /&gt;
Image:Mainhall_alpha.jpg|Main hall, dated 12/4/97.&lt;br /&gt;
Image:Sfxx.jpg|The Apollo fighter still called &#039;&#039;Generic Fighter&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Alpha-Only Weaponry==&lt;br /&gt;
The pre-release version(s) of FreeSpace had unique weaponry, both primary and secondary ditto. The point of interest is that many of the Alpha names are still present in the retail version(s), namely as the names of the sound FX files. These names can easily be read by examining the VP files.&lt;br /&gt;
===Primary weapons===&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=5 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Alpha-Only primary weapons&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:130px&amp;quot; |&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; | &#039;&#039;&#039;Fire Wait&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:330px&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Light Laser&#039;&#039;&#039;&lt;br /&gt;
| 10 &lt;br /&gt;
| 300 &lt;br /&gt;
| .175&lt;br /&gt;
| Much like Descent lasers. Less powerful than Heavies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Disruptor&#039;&#039;&#039;&lt;br /&gt;
| 16 &lt;br /&gt;
| 275&lt;br /&gt;
| .3&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mass Driver&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 240&lt;br /&gt;
| .15&lt;br /&gt;
| Fires shells, but uses energy, since it&#039;s a cannon.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flail&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 530&lt;br /&gt;
| .15&lt;br /&gt;
| Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Neutron Flux&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 300&lt;br /&gt;
| 30&lt;br /&gt;
| Similar to Heavy Lasers, but more punch.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shivan Light Laser&#039;&#039;&#039;&lt;br /&gt;
| 8 &lt;br /&gt;
| 300 &lt;br /&gt;
| .15 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shivan Heavy Laser&#039;&#039;&#039;&lt;br /&gt;
| 12 &lt;br /&gt;
| 275 &lt;br /&gt;
| .3&lt;br /&gt;
| Self-explanatory. Fires slightly slower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=5 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Alpha-Only secondary weapons&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot; |&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; | &#039;&#039;&#039;Fire Wait&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Rockeye Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 140 &lt;br /&gt;
| .75 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mag Pulse Missile&#039;&#039;&#039;&lt;br /&gt;
| 10 &lt;br /&gt;
| 200 &lt;br /&gt;
| 1.00 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fury Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 300 &lt;br /&gt;
| .10 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Swarm Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 200 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shrike Missile&#039;&#039;&#039;&lt;br /&gt;
| 45 &lt;br /&gt;
| 130 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Angelfire Missile&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 100 &lt;br /&gt;
| 1.0 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fusion Mortar&#039;&#039;&#039;&lt;br /&gt;
| 100 &lt;br /&gt;
| 250 &lt;br /&gt;
| 1.0 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 50 &lt;br /&gt;
| 2.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cluster Baby&#039;&#039;&#039;&lt;br /&gt;
| 25 &lt;br /&gt;
| 120 &lt;br /&gt;
| .5 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stilleto Bomb&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 75 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tsunami Bomb&#039;&#039;&#039;&lt;br /&gt;
| 100 &lt;br /&gt;
| 50 &lt;br /&gt;
| 3.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Harbinger Fusion Bomb&#039;&#039;&#039;&lt;br /&gt;
| 200 &lt;br /&gt;
| 40 &lt;br /&gt;
| 3.0&lt;br /&gt;
| none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alpha Missions==&lt;br /&gt;
[[Image:Juggernath_mission.jpg|thumb|&#039;&#039;&#039;Screenshot from the near-mythical Juggernath mission.&#039;&#039;&#039;]]&lt;br /&gt;
The Alpha versions of FreeSpace also contained unique missions. There were a total of three missions in the Alpha versions, two of which are the ones&#039; we know from the FreeSpace 1 Demo. The third Alpha-only mission -- the second in the Alpha &amp;quot;campaign&amp;quot; -- is arguably the most interesting of them all. This is the mission where Alpha wing is ordered to escort the lone &#039;&#039;Juggernath&#039;&#039;, a Fenris class cruiser.&lt;br /&gt;
&lt;br /&gt;
The mission also contains a lot of unique dialogue, dialogue which explains the sentiments regarding the newly founded Vasudan/Terran alliance and deepens the storyline, highlighting the still present animosity towards the Vasudans. A line from Alpha 3 in the mission might serve as example; &amp;quot;&#039;&#039;I just hope I don&#039;t accidentally fire on one of them in the heat of battle. Old habits die hard&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Other differences -- differences that might seem trivial but have quite an impact on the developing story -- include the casting of the main character as part of the [[FreeSpace_1_Terran_Ship_Database#GTC_Orff|GTC &#039;&#039;Orff&#039;s&#039;&#039;]] crew, rather than as a part of the [[FreeSpace_1_Terran_Ship_Database#GTD_Galatea|GTD &#039;&#039;Galatea&#039;s&#039;&#039;]] crew.&lt;br /&gt;
&lt;br /&gt;
Please note that the first Alpha version handed out to (p)reviewers was not playable. Most of the first Alpha only consisted of pre-scripted action. The final pre-release version, however, &#039;&#039;was&#039;&#039; playable and was thus shipped out to reviewers/testers as a novel &amp;quot;Playable Demo&amp;quot;. The &amp;quot;Playable Demo&amp;quot; moniker is still present on the load up screen of the officially released &#039;&#039;Descent: FreeSpace&#039;&#039; demo.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://download.descent-network.com/shareware1/freespace1/trailer/fsmovi1w.exe Trailer] with gameplay from the first Alpha, released 11/14/97.&lt;br /&gt;
*[http://www.descent2.com/games/freespace/index.html Early FreeSpace page] (by the venerable Descent Network), with Alpha/Beta screenshots and info, last updated 3/31/99.&lt;br /&gt;
*[http://www.volition-inc.com/fs/screens.cfm Offical screenshots] for Descent: FreeSpace&lt;br /&gt;
*[http://www.volition-inc.com/fs/screens2.cfm Page two] of above&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_3&amp;diff=16329</id>
		<title>FreeSpace 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_3&amp;diff=16329"/>
		<updated>2008-05-26T12:47:43Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* FreeSpace 3® Trademark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FreeSpace 3&#039;&#039;&#039; is the name of the hypothetical sequel that &#039;&#039;FreeSpace 2&#039;&#039; would logically have.  Asking about &#039;&#039;FreeSpace 3&#039;&#039; on the forums tends to provoke annoyance from established members, since it has allegedly &amp;quot;been asked about so many times before&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==IP controversy==&lt;br /&gt;
In early July, 2004, news appeared that controversial game developer [[Derek Smart]], creator of the game &#039;&#039;Battlecruiser: 3000AD&#039;&#039;[http://www.gamespot.com/pc/strategy/battlecruiser3000ad/index.html], and active participator in many online forums, was considering bidding for the IP licence with the intent[http://forums.avault.com/showthread.php?t=3209] of developing &#039;&#039;FreeSpace 3&#039;&#039;. This proposal was met with derision from the HLP community; the reaction was such that Smart threatened to potentially sue developers and terminate community projects once he had acquired the license, on account of copyright infringement. According to polls, however, the majority of customers would buy the game regardless of Smart&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
In late July, 2004, further news arrived that Smart had decided not to develop &#039;&#039;FreeSpace 3&#039;&#039;. Smart never acquired the license, and at present the license is believed to be owned by [[Interplay]] ([[FreeSpace 3#Current license status|see below]]).&lt;br /&gt;
&lt;br /&gt;
In an [http://www.allgames.com/radio.asp?show=agi&amp;amp;ep=405 interview on All Games Radio] on October 30 2007, Smart stated that the online controversy surrounding the license ultimately caused him to lose interest in bidding for the license -- &amp;quot;there simply was too much noise surrounding the issue&amp;quot; -- and that he decided to instead focus on developing a new franchise out of his own game universe.&lt;br /&gt;
&lt;br /&gt;
==Community opinion==&lt;br /&gt;
The general consensus among the HLP community is that there will never be a FreeSpace3. Many reasons for this are presented. A select few are:&lt;br /&gt;
&lt;br /&gt;
*[[Volition]], Inc. is the developer of the previous FreeSpace games in the series and is generally held as the only authorative developer&lt;br /&gt;
*[[Interplay]] apparently owns the rights to the FreeSpace universe (as of 11-15-2006) ([[FreeSpace 3#Current license status|see below]])&lt;br /&gt;
*the ownership of [[Volition]] has been transferred from Interplay to THQ&lt;br /&gt;
*the emotive consensus &amp;quot;&#039;&#039;if it ain&#039;t by V, it ain&#039;t FreeSpace 3&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While it could be argued that by having the source code available the FreeSpace community could set about creating FreeSpace 3 themselves, no such project has emerged. Disregarding the legal issues, the community has universally renounced any such undertaking, due to a multitude of reasons. While the main reason is that there&#039;s very little hope consensus could be reached regarding any possible storyline or direction, there are also numerous other issues involved. When all of these are taken into account, the conclusion has been that any and all plans regarding FreeSpace 3 are indefinitely shelved. For further information, read the HLP forum&#039;s official FS3 statement[http://www.hard-light.net/forums/index.php/topic,25531.0.html].&lt;br /&gt;
&lt;br /&gt;
Attempts have been made to make FreeSpace 3 a reality, such as petitions and mailings to both Volition and Interplay. No attempts to date have been fruitful, and continuous mentions of FreeSpace 3 will ultimately be met with either derision or &#039;&#039;ad hominem&#039;&#039;, or both.&lt;br /&gt;
==Current license status==&lt;br /&gt;
According to a post by Volition developer Dave Baranec[http://www.volition-inc.com/Staff/DaveBaranec] on the [http://www.hard-light.net HLP] forum, it would seem that Volition are furthering their talks with THQ about the current situation of the FreeSpace scene and the future of the FreeSpace series.&lt;br /&gt;
&lt;br /&gt;
A nameless [[Interplay]] contact has stated numerous times that Interplay does not own the IP rights to FreeSpace. While it can be argued that the contact may not be in possession of the complete facts&amp;amp;mdash;due to his position as helpdesk&amp;amp;mdash;the preceeding is the only known semi-official statement regarding the current status of the license. The current status of the license negotiations is yet to be officially confirmed.&lt;br /&gt;
However, according to the US Trademark and Patent office database[http://assignments.uspto.gov/assignments/q?db=tm&amp;amp;sno=75390434] [http://assignments.uspto.gov/assignments/q?db=tm&amp;amp;rno=2314929] [http://assignments.uspto.gov/assignments/q?db=tm&amp;amp;sno=75727695] [http://assignments.uspto.gov/assignments/q?db=tm&amp;amp;rno=2432924] the license is still held by Interplay. These links show that the license was briefly placed in a security agreement with Microsoft and two credit companies in 2001, then released in 2002, which presumably helped get Interplay out of debt. There has been no further official development of the license situation since THQ&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
[[Interplay]] recently introduced their 20th anniversary edition of &#039;&#039;FreeSpace 2&#039;&#039;, which can be ordered via their homepage. Moreover, recently Home of the Underdogs[http://www.the-underdogs.info] removed the game from their download list, only to later re-insert it[http://www.the-underdogs.info/game.php?id=4150]. No explanation for this has been given.&lt;br /&gt;
== FreeSpace 3® Trademark ==&lt;br /&gt;
Perhaps surprisingly, Bose -- a Framingham, MA based audio system developer founded in 1964 -- owns the registered trademark for the product name &amp;quot;&#039;&#039;FreeSpace 3&#039;&#039;&amp;quot;[http://www.bose-bali.com/prof/7.htm] as of January, 2008. To note is the similar use of capitals -- ie medial capitalization, also known as &#039;&#039;camel case&#039;&#039; -- of the product name.&lt;br /&gt;
&lt;br /&gt;
This might not present an issue for the possible development of a sequel, due to the fact that the trademark for TrueSpace® -- a stereo surround enhancer -- is also registered and owned by Bose. Nevertheless, this has not infringed on the brand name [[Truespace|TrueSpace]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[http://www.bose-bali.com/prof/7.htm Bose FreeSpace 3™ system]&lt;br /&gt;
&lt;br /&gt;
*[http://nodewar.penguinbomb.com/aotd/Turnsky/bang.jpg Cartoon on NodeWar regarding the issue]&lt;br /&gt;
&lt;br /&gt;
*[http://forums.avault.com/showthread.php?t=3209 The original FS3 license discussion] at the &#039;&#039;Adrenaline Vault&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.petitiononline.com/FS3/petition.html An online petition] to rescue the franchise&lt;br /&gt;
&lt;br /&gt;
*[http://www.3dactionplanet.com/hlp/hosted/fsurp/help/karajorma/freespace2.html Karajorma&#039;s FAQ including section about FreeSpace 3]&lt;br /&gt;
&lt;br /&gt;
[[Category: Real life]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Trivia&amp;diff=15814</id>
		<title>Talk:FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Trivia&amp;diff=15814"/>
		<updated>2008-04-01T10:02:49Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Sources? */ wondering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ganymede==&lt;br /&gt;
You wrote that the Ganymede is never used ingame, but actually it&#039;s used in a multiplayer dogfight. - [[User:Darth DySkO|Darth DySkO]] 18:28, 30 Apr 2007 (CET)&lt;br /&gt;
==Pics?==&lt;br /&gt;
Perhaps someone w/ a scanner (or pic files of the box art) could &#039;&#039;beautify&#039;&#039; the article w/ scans/pics/eye candy? Especially the &amp;quot;inconsistencies&amp;quot; section? I could do it, but I haven&#039;t neither the box nor any digital reproductions. [[User:Selectah|Selectah]] 05:00, 6 July 2007 (CDT)&lt;br /&gt;
==Sources?==&lt;br /&gt;
Ok, this is kinda an afterthought. Are there &#039;&#039;any&#039;&#039; sources to this trivia, like, around the &#039;net? Would be happy to read. [[User:Selectah|Selectah]] 05:24, 6 July 2007 (CDT)&lt;br /&gt;
*If you ask me where a specific thing comes from, I could probably point you in the right direction. A lot of the stuff that isn&#039;t in-game is either from concept art or the Volition website. The FS2 website has an interesting section, Bug Fix of Day, which gives you a bit of designer commentary. I fear that some other statements (like &amp;quot;the Ra was used to deploy fighters&amp;quot; ??? ) are innacurate fanon, but what the hell. This is Wiki. [[User:Mustang19|Mustang19]]&lt;br /&gt;
Sure thing. I was wondering where the &amp;quot;&#039;&#039;too wacky for release&#039;&#039;&amp;quot; thing regarding the Corkscrew is from? Anyone? [[User:Selectah|Selectah]] 04:02, 1 April 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==HLD Prophecy==&lt;br /&gt;
How come when I play it, it is enemy? [[User:Nubbles|Nubbles]] 13:11, 13 September 2007 (CDT)&lt;br /&gt;
Open the mission in FRED and see what side it&#039;s set as. It&#039;ll shoot at you anyway, though.[[User:Mustang19|Mustang19]] 14:56, 13 September 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15813</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15813"/>
		<updated>2008-04-01T10:00:56Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Design Changes */ removed double reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition used the facing-waypoint SEXP to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only three canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy. Finally, the FS2 multi mission Rebel Intercept has the player intercepting NTF reinforcements headed to reinforce a ground battle in [[Sirius]].&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated &#039;&#039;HLC Maltusa&#039;&#039;.&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus&#039; turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb&#039;s seeker.&lt;br /&gt;
* The SCv Moloch&#039;s fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don&#039;t have a head animation. None of the freighter&#039;s messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf&#039;s messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1&#039;s commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name &#039;Exodus&#039; appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names &#039;The Great Hunt&#039; and &#039;Clash of the Titans&#039; (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The [[PVS Scarab|Scarab]] and the [[GVEP Ra|Ra]] have FreeSpace&#039;s only &amp;quot;in-game&amp;quot; depiction of a Vasudan, Shivan, or Terran. The &amp;quot;unmanned&amp;quot; Scarab has a dead Vasudan in its debris, while the Ra&#039;s story is somewhat more [[Find the MOON Challenge Results|interesting]].&lt;br /&gt;
* The Hermes, Centaur, Scarab, Nephythys, and Hygeia all have untargetable engine subsystems and can be disabled by a properly placed Harpoon shot. The Centaur in [[Enter the Dragon]] is ocasionally disabled by the &#039;&#039;Shakti&#039;s&#039;&#039; blob turrets, for example. The Ra has an engine subsystem as well, but for whatever reason, it cannot be disabled.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an allow-ship SEXP; they&#039;re only used in &amp;quot;scramble&amp;quot; missions. Nor is the [[GVB Sekhmet|Sekhmet]] &amp;quot;given&amp;quot; to the player; this ship is the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly in the main single-player campaign. Note that you have a chance to fly the [[GTF Pegasus|Pegasus]] only once, in [[Endgame]].&lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King&#039;s Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King&#039;s Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage, respectively (per every ~.2 seconds).&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
* In [[ships.tbl]] in both FS1 and FS2, ship names beginning with an &amp;quot;@&amp;quot; indicate a ship that was present in the demo.&lt;br /&gt;
* The [[FreeSpace 1 Vasudan Ship Database#HLD Prophecy|HLD &#039;&#039;Prophecy&#039;&#039;]] in [[The Great Hunt]] is &amp;quot;Neutral&amp;quot;. Most Hammer of Light ships are set this way in missions that also feature Shivans, to allow the two to engage each other.&lt;br /&gt;
* The Vasudans have no equivalent to the massive [[GTT Argo|Argo]] or [[SFr Asmodeus|Asmodeus]]. To get around this, in [[Return to Babel]] the Vasudans actually use an Argo transport named the GTT &#039;&#039;Qeb&#039;&#039;. There is Volition concept art for the GVT &#039;&#039;Qeb&#039;&#039; class, which was apparently never made.&lt;br /&gt;
* [[As Lightning Fall]] is the only FreeSpace 2 mission with no beams mounted on any ship.&lt;br /&gt;
* The [[Harbinger]] missile model is reused as the tip of the [[Stiletto]] missile model.&lt;br /&gt;
* Mission sm3-05 in FS1 makes reference to an enigmatic &amp;quot;Ysusi System&amp;quot;.&lt;br /&gt;
* Viewed from the side, the [[GTI Arcadia|Arcadia]] resembles the GTA logo.&lt;br /&gt;
* FreeSpace contains many [[Node Inconsistencies|node inconsistencies]]. For example various FS1 command brief ANIs show 3 different nodes connecting Sol to other systems (but not all at once). &lt;br /&gt;
* A [[FreeSpace Reference Bible]] command brief states that the Terrans or Vasudans &amp;quot;tried three different missile prototypes, with no luck whatsoever&amp;quot; against the Lucifer as it attacked &amp;quot;the Vasudan outpost in the Diones system&amp;quot;.&lt;br /&gt;
* Right-clicking in the mainhall allows you to cycle through interface choices.&lt;br /&gt;
* The [[GTD Hecate|&#039;&#039;Hecate&#039;&#039;]] model is apparently based off of the [[GTD Hades|&#039;&#039;Hades&#039;&#039;]] model. The bow, rear engine arrangment, and &amp;quot;vertical&amp;quot; superstructures are similar.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Software, mission design, and similar bugs.&lt;br /&gt;
&lt;br /&gt;
* In FreeSpace 1 only, if you go into FRED and order a support ship to dock with you (through AI orders and not C-5), then you&#039;ll be thrown out of the game area at high velocity in an intense spin. Command will try to force you to warp out when you leave the game area, but you&#039;re stuck due to your spin.&lt;br /&gt;
* The FreeSpace engine&#039;s solution to complicated collision problems is to fling one of the offending objects far out of the game area, in the order of 500,000 units. It was once a minor pastime of the FreeSpace community to see how far one could be &amp;quot;flung&amp;quot; after messing around with the Orion&#039;s fighterbay.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]&#039;s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the command briefing animation for [[The King&#039;s Gambit]], the strategy is described in &amp;quot;Stage One&amp;quot; followed by &amp;quot;Stage 2&amp;quot;.&lt;br /&gt;
* Sentry 04 in &#039;Place of Chariots&#039; is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch&#039;s figherbay &amp;quot;paths&amp;quot; are misplaced. It also has an incorrect turret normal on one of its bottom laser turrets that allows the Moloch to fire through itself. This is a common problem with Volition FreeSpace models. For example, the GTFr Chronos can fire straight through itself.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs, but not Cyclops or other heavy weaponry. This never has a chance to be noticed in the main campaign, as the player only uses Helios in scramble missions. This is widely believed to be either a data entry error or some kind of joke.&lt;br /&gt;
* During asteroid escort missions, note that the game only &amp;quot;hurls&amp;quot; asteroids at ships on your escort list. Therefore, you can make these missions easier by removing all friendly vessels from your escort list. It is not known if the same rule applies for hostile ships as well. This may not work at all in FS1, as ships marked as &amp;quot;escort ship&amp;quot; in FRED cannot be removed from your list. FSPort players face no such restriction.&lt;br /&gt;
*The &amp;quot;big damage&amp;quot;, &amp;quot;huge&amp;quot;, etc. flags are not fully implemented in FS1; it&#039;s possible to kill the Lucifer with an ML-16. They are implemented in FS2, however. &lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* Act I of FreeSpace 1 (consisting of the missions up to [[First Strike]]) was originally released as &#039;&#039;Descent: FreeSpace: Darkness Rising&#039;&#039;. This special-issue DVD used planet bitmaps as backgrounds like in FS2, as well as afterburner trails.&lt;br /&gt;
* Volition released a [[FreeSpace Alpha]] version to several reviewers before the release of FS1. The Alpha contained a stripped-down, incomplete version of FS1, with the two FS1 demo missions plus an original mission featuring a Fenris/Leviathan cruiser named GTC &#039;&#039;Juggernath&#039;&#039;. The mission was dropped before the official demo shipped.&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* The SC Cain and SC Lilith cruiser originally had a different hull design, with two fin-like appendages protruding from the lower hull. These can clearly be seen in [[FreeSpace Alpha|alpha/beta]] screenshots.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It&#039;s arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren&#039;t working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|Lucifer]] tech description in FS1 states that it has 3 &amp;quot;flux&amp;quot; cannons. However, it only has 2. The third beam (perhaps the one used for bombarding planets) was probably meant to be mounted on the bow of the ship.  (Development notes specify that a beam is to be located on each set of three red circles.)&lt;br /&gt;
*The high-res Lucifer model that Volition used for cutscenes has two &amp;quot;antennae&amp;quot; that are not present in the in-game model. They were probably removed for aesthetic reasons, but the non-canon HTL Lucifer re-incorporated them. Also, the high-res Lucifer has several green lights along with its red lighting which are clearly visible in the endgame cutscene. Note that Shivan ships were originally intended to be green.&lt;br /&gt;
* Originally the first mission in Descent: FreeSpace had the player cast as part of the Orff&#039;s crew, not the Galatea&#039;s. This can be verified through briefing screenshots taken from the [[FreeSpace Alpha|alpha/beta]] releases.&lt;br /&gt;
* The [[FreeSpace Reference Bible]] seems to imply that groups ships jumping in from subspace were originally intended to all come through the same &amp;quot;hole&amp;quot;, rather than each ship having an individual hole. (&#039;&#039;The pilot is soon within sight of the Terran installation.  As the pilot struggles to relay his story and keep his bomber from disintegrating, many subspace holes open up in front of him, out of which streams of Shivan fighters pour.&#039;&#039;)&lt;br /&gt;
* There is a sound file in the FS1 VPs called &amp;quot;Approach.wav&amp;quot; that sounds like a fighter coming in to land on its carrier. This implies that Volition initially intended there to be a landing cutscene at the end of each mission, like Wing Commander. The file might also be a leftover from an earlier design choice with every mission ending with the player entering a docking bay. This was scrapped early on, due to it severely changing the way missions were played.&lt;br /&gt;
* The FS2 voice VP, stu_fs2.vp, contains voiceacting for an unreleased mission, M09. More information can be found on the [http://www.hard-light.net/forums/index.php/topic,42231.0.html Hard Light thread] on the subject.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
Most of these renamings were noticed in pre-release screenshots, model file names, or in FRED by looking at internal names used in the missions themselves.&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow. The name for the missile can clearly be seen in the FreeSpace 2 trailer.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm. The name SD-4 Sidearm can clearly be seen in the FreeSpace 2 trailer. Moreover, in the retail version of FreeSpace 2 the icon and animation files for the weapons are still called iconSD4 and SD4, respectively.&lt;br /&gt;
* The Akheton SDG laser was originally named DR-2 Scalpel. At some point during the development phase it was also known as Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye. The name is still present in the FreeSpace 1 demo.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The GTW-83 Lamprey was originally called the Shrieker, and was later changed to GTW-83 Light Laser, before finally settling on the present name.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The GTW-66 Maxim Cannon was originally called the GTW-66 Newton Cannon.&lt;br /&gt;
* The Morning Star was originally called the Mace. Later in development the name was changed to Flail II. Ultimately, though, it was renamed Morning Star.&lt;br /&gt;
* The Hornet was originally called the Bombardier.&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre&#039;s name was originally Admiral Hepsut ([[Surrender, Belisarius]])&lt;br /&gt;
* The GTD &#039;&#039;Aquitaine&#039;&#039; was originally named the GTD &#039;&#039;Intrepid&#039;&#039;.&lt;br /&gt;
* The GTD &#039;&#039;Galatea&#039;&#039;, was originally named the ITA &#039;&#039;Repulse&#039;&#039; ([[FreeSpace Reference Bible]]).&lt;br /&gt;
* The SJ &#039;&#039;Sathanas&#039;&#039; was originally named &#039;&#039;Apocalypse&#039;&#039;. If you look at your event log after completing [[A Monster in the Mist]], you can still see a goal named &amp;quot;Scan Apocalypse Subsystems&amp;quot;.&lt;br /&gt;
* The GTFr &#039;&#039;Chronos&#039;&#039; was originally named &#039;&#039;Boar&#039;&#039;.&lt;br /&gt;
* The GVF &#039;&#039;Tauret&#039;&#039; was originally named &#039;&#039;Crab&#039;&#039;.&lt;br /&gt;
* The SF &#039;&#039;Dragon&#039;&#039; was originally named &#039;&#039;Mosquito&#039;&#039;.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
* For a long time the Apollo fighter was called &#039;&#039;SF-XX Generic Fighter&#039;&#039;.&lt;br /&gt;
* In the [[FreeSpace_Alpha|Alpha]] version, the Fury Missile still used the graphics of the left-out G-13 Medium Laser. The laser weapon disappeared completely before the original FreeSpace 1 demo, and was unique to the Alpha version. (It also looks a lot like the Tsunami colored grey.)&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
Allegedly, Volition contracted another company to make the FreeSpace cutscenes. They have several canon inconsistencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 1 Intro&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo&#039;s gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the front seat of the intro&#039;s Apollo-bomber. He is visible for less than a second. The [[FreeSpace Reference Bible]] refers to this copilot as the &amp;quot;gunner&amp;quot;.&lt;br /&gt;
* [[GTF Hercules|Hercules]] and [[GTB Medusa|Medusa]] icons are shown on Riviera Station&#039;s radar display (although no Hercs or Medusas are visible in the cutscene).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallfight&#039;&#039;&#039;&lt;br /&gt;
* The captured Shivan vessel is called &amp;quot;Freighter&amp;quot;, but it&#039;s actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 2 Intro&#039;&#039;&#039;&lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]. However, FreeSpace 1 command briefs claim that the &#039;&#039;Bastion&#039;&#039; and &#039;&#039;Galatea&#039;&#039; are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system. [[Volition]] stated that this ship was not the &#039;&#039;Galatea&#039;&#039;, and the Bastion does not bite the bullet until nearly the end of FS2.&lt;br /&gt;
* A Shivan [[Demon|&#039;&#039;Demon&#039;&#039;]]-class destroyer appears after the destruction of the &#039;&#039;Legion&#039;&#039;, even though the only Shivan destroyer (other than the &#039;&#039;Lucifer&#039;&#039;) in the system, the [[SD Eva|&#039;&#039;Eva&#039;&#039;]], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
* A Hercules is shown crashing into the planet after getting shot down. It sits on the planet surface, relatively undamaged. In reality, an object in uncontrolled descent from orbit with the mass of a FreeSpace 2 fighter (which is hardly budged by &amp;quot;mutli-kiloton&amp;quot; missiles) would leave a deep crater in the ground. The pilot would experience extreme g-force upon impact and would not be alive to climb out of the cockpit as he apparently does in the cutscene.&lt;br /&gt;
* The Hades is shown as a wreck on the surface of the Deneb planet. Silent Threat command briefings indicate that the Hades was destroyed in [[Beta Aquilae]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus cutscene&#039;&#039;&#039;&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The &#039;&#039;Lucifer&#039;&#039; is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Real Life&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This category includes mainly business decisions, but also interesting connections between FreeSpace and RL.&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It&#039;s FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace in the US due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
* &#039;&#039;FreeSpace 2&#039;&#039; was originally named &#039;&#039;FreeSpace 2: Colossus&#039;&#039; (for the demo). Even before that, it was named &#039;&#039;FreeSpace 2: Exodus&#039;&#039;.&lt;br /&gt;
* In Greek, the plural of Knossos is Knossoi, and the plural of Sathanas is Sathanai (ancient Greek) or Sathanes (modern Greek). These are loose translations; Sathanas is simply the Greek representation of the Hebrew word for Satan. Volition always circumvented the plural by using phrases such as &amp;quot;Sathanas juggernauts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The Deimos is listed as an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos&amp;quot;). However, the following text specifies that the ship class is &amp;quot;corvette&amp;quot;.&lt;br /&gt;
* The Deimos has side-mounted multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos&#039;s turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
* Only the Perseus in front of the Deimos has engine thrusters.&lt;br /&gt;
* On the European version of the box, the &#039;&#039;Lucifer&#039;&#039; is visible just at the right of the first Deimos&#039;s top turret.&lt;br /&gt;
* On the European version of the box, the Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;). &lt;br /&gt;
* The Italian version of the box says that beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Imparate a usare le armi a raggi...&amp;quot;, &amp;quot;Learn to use beam weapons...&amp;quot;).&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15638</id>
		<title>Talk:Out of the Dark, Into the Night</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15638"/>
		<updated>2008-03-19T11:05:45Z</updated>

		<summary type="html">&lt;p&gt;Selectah: to Clarify™.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lady Plato==&lt;br /&gt;
The standard designation for ships in &#039;&#039;both&#039;&#039; the U.S. Navy and the Royal Navy (the U.K. Navy) is feminine, ie. ships are referred to as &amp;quot;she&amp;quot;, regardless of their name. This is due to traditional reasons; the Olde English word &#039;&#039;scip&#039;&#039; was initially gendered as masculine, but later became feminine. Hence, the gender of ships changed. This changeover was complete before the 15th century, when the last written accounts of ships being referred to as masculine appear. Languages that have gendered nouns refer to ships as feminine (compare &amp;quot;mothership&amp;quot;), regardless of their designation. As example the USS &#039;&#039;Franklin&#039;&#039; -- named after Benjamin Franklin and nicked &amp;quot;Big Ben&amp;quot; -- is always referred to as a &amp;quot;she&amp;quot;. So yes, the Plato is a &amp;quot;she&amp;quot;. [[User:Selectah|Selectah]] 03:44, 18 March 2008 (CST)&lt;br /&gt;
*Oh, by the by, ere someone comments on the gender of &#039;&#039;scip&#039;&#039;; it might not be apparent from the above, but the Olde English noun &#039;&#039;scip&#039;&#039; was neuter (&amp;quot;it&amp;quot;), not masculine (&amp;quot;he&amp;quot;). Nevertheless, before ships were finally effeminated, both &amp;quot;it&amp;quot; and &amp;quot;he&amp;quot; were encountered in writing, along &amp;quot;she&amp;quot;. The fenimine tradition was firmly established by the 15th century, tho. Just to Clarify™. [[User:Selectah|Selectah]] 09:12, 18 March 2008 (CST)&lt;br /&gt;
Please. We have no idea what the GTA calls their ships as personal pronouns are never used for that in FreeSpace. The Russians call their warships &amp;quot;he&amp;quot;, by the way. [[User:Mustang19|Mustang19]] 16:19, 18 March 2008 (CST)&lt;br /&gt;
*You&#039;re welcome. We &#039;&#039;do&#039;&#039; have an idea what the GTA calls their ships. The entire FreeSpace universe is originally modeled in the english language. Agree or disagree? On the other hand, if the language would be german, all ships would be neuter (&amp;quot;das schiff&amp;quot;). In the english language, ships are &amp;quot;she&amp;quot;. So it &#039;&#039;is&#039;&#039; Lady Plato, regardless. ;) [[User:Selectah|Selectah]] 05:05, 19 March 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15634</id>
		<title>Talk:Out of the Dark, Into the Night</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15634"/>
		<updated>2008-03-18T15:12:08Z</updated>

		<summary type="html">&lt;p&gt;Selectah: to Clarify™.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lady Plato==&lt;br /&gt;
The standard designation for ships in &#039;&#039;both&#039;&#039; the U.S. Navy and the Royal Navy (the U.K. Navy) is feminine, ie. ships are referred to as &amp;quot;she&amp;quot;, regardless of their name. This is due to traditional reasons; the Olde English word &#039;&#039;scip&#039;&#039; was initially gendered as masculine, but later became feminine. Hence, the gender of ships changed. This changeover was complete before the 15th century, when the last written accounts of ships being referred to as masculine appear. Languages that have gendered nouns refer to ships as feminine (compare &amp;quot;mothership&amp;quot;), regardless of their designation. As example the USS &#039;&#039;Franklin&#039;&#039; -- named after Benjamin Franklin and nicked &amp;quot;Big Ben&amp;quot; -- is always referred to as a &amp;quot;she&amp;quot;. So yes, the Plato is a &amp;quot;she&amp;quot;. [[User:Selectah|Selectah]] 03:44, 18 March 2008 (CST)&lt;br /&gt;
*Oh, by the by, ere someone comments on the gender of &#039;&#039;scip&#039;&#039;; it might not be apparent from the above, but the Olde English noun &#039;&#039;scip&#039;&#039; was neuter (&amp;quot;it&amp;quot;), not masculine (&amp;quot;he&amp;quot;). Nevertheless, before ships were finally effeminated, both &amp;quot;it&amp;quot; and &amp;quot;he&amp;quot; were encountered in writing, along &amp;quot;she&amp;quot;. The fenimine tradition was firmly established by the 15th century, tho. Just to Clarify™. [[User:Selectah|Selectah]] 09:12, 18 March 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15633</id>
		<title>Talk:Out of the Dark, Into the Night</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Out_of_the_Dark,_Into_the_Night&amp;diff=15633"/>
		<updated>2008-03-18T09:44:51Z</updated>

		<summary type="html">&lt;p&gt;Selectah: being a Smart Alec™.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lady Plato==&lt;br /&gt;
The standard designation for ships in &#039;&#039;both&#039;&#039; the U.S. Navy and the Royal Navy (the U.K. Navy) is feminine, ie. ships are referred to as &amp;quot;she&amp;quot;, regardless of their name. This is due to traditional reasons; the Olde English word &#039;&#039;scip&#039;&#039; was initially gendered as masculine, but later became feminine. Hence, the gender of ships changed. This changeover was complete before the 15th century, when the last written accounts of ships being referred to as masculine appear. Languages that have gendered nouns refer to ships as feminine (compare &amp;quot;mothership&amp;quot;), regardless of their designation. As example the USS &#039;&#039;Franklin&#039;&#039; -- named after Benjamin Franklin and nicked &amp;quot;Big Ben&amp;quot; -- is always referred to as a &amp;quot;she&amp;quot;. So yes, the Plato is a &amp;quot;she&amp;quot;. [[User:Selectah|Selectah]] 03:44, 18 March 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Alpha&amp;diff=15603</id>
		<title>FreeSpace Alpha</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Alpha&amp;diff=15603"/>
		<updated>2008-03-13T14:08:51Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is about the preview version of &#039;&#039;Descent: FreeSpace&#039;&#039;. If you&#039;re looking for Alpha One, you should click [[Alpha_1|here]].&lt;br /&gt;
==General==&lt;br /&gt;
[[Image:Medium_laser.jpg|thumb|&#039;&#039;&#039;Evidence of the remnants of the G-13 Medium Laser from FreeSpace Alpha.&#039;&#039;&#039;]]&lt;br /&gt;
Before the retail release of Descent: FreeSpace,  a number of Alpha and Beta versions were shipped to various testers and magazine editors in order for them to get a preview of what&#039;s coming, plus it allowed them to advertise the coming game. There was a lot of unique gameplay content in the Beta and the Alphas -- of which there was a total of two; content that was not included &#039;&#039;at all&#039;&#039; in the released versions of the game or was changed to the point of unrecognizability. Some of the Alpha-only content included things such as unique ships -- the shivan cruiser &#039;&#039;Caldera&#039;&#039; and the terran cruiser &#039;&#039;Juggernath&#039;&#039; -- and unique dialogue deepening the storyline.&lt;br /&gt;
&lt;br /&gt;
Some graphics decisions unique to the Alpha are, amongst other things, a completely different HUD with shield integrity as exact percentage instead of graphics, a different pilot stat screen with your current fleet affiliation on display and totally different pilot appearance graphics, different POF models and mission backgrounds including planets (&#039;&#039;official screenshot of early planet background [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0030.jpg here]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In the earliest phases of development, and thus apparent in the Alpha screenshots, the fighter and bomber ship models disintegrated in the same fashion as the ships in the 6DoF &#039;&#039;Descent&#039;&#039; series, ie the ship&#039;s fuselage got literally &amp;quot;blown to bits&amp;quot;. This was probably deemed too processor heavy, and was quickly dropped. Not a single screenshot post-Alpha reflects this earlier development decision.&lt;br /&gt;
&lt;br /&gt;
Unique weaponry for the Alpha included weapons that are still present in some of the screenshots on Volition&#039;s official FreeSpace site. Look for evidence of the the Mag-Pulse and Angelfire missiles (&#039;&#039;screenshot [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0014.jpg here]&#039;&#039;), for instance, check for stats below. The screenshot is also proof that the [[Rockeye]] secondary was already part of the Beta release, and was simply re-introduced in &#039;&#039;FreeSpace 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Alpha/Beta versions also included unique dialogue. Some of the generic lines present in the Alpha/Beta releases were later dropped in favour of the present ones, such as &amp;quot;&#039;&#039;Enemy at three o&#039;clock high!&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Sir watch your tail&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Enemy fighters just appeared on radar&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Screenshots from FreeSpace Alpha==&lt;br /&gt;
Very few screenshots of the earliest development phases of &#039;&#039;Descent: FreeSpace&#039;&#039; are still available (as of 2007). In sheer volume, most of the screenshots can still be seen on Volition&#039;s official &#039;&#039;Descent: FreeSpace&#039;&#039; site. The official screenshots, however, are from the last stages of development. For all intents and purposes, the screenshots can be said to reflect the actual game play of the playable Beta version.&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;FreeSpace Alpha gallery&amp;quot;&amp;gt;&lt;br /&gt;
Image:Alpha_hud.jpg|Early version of the HUD.&lt;br /&gt;
Image:Alpha_hud_2.jpg|Planet backgrounds from &#039;&#039;FreeSpace Alpha&#039;&#039;.&lt;br /&gt;
Image:Mainhall_alpha.jpg|Main hall, dated 12/4/97.&lt;br /&gt;
Image:Sfxx.jpg|The Apollo fighter still called &#039;&#039;Generic Fighter&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Alpha-Only Weaponry==&lt;br /&gt;
The pre-release version(s) of FreeSpace had unique weaponry, both primary and secondary ditto. The point of interest is that many of the Alpha names are still present in the retail version(s), namely as the names of the sound FX files. These names can easily be read by examining the VP files.&lt;br /&gt;
===Primary weapons===&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=5 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Alpha-Only primary weapons&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:130px&amp;quot; |&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; | &#039;&#039;&#039;Fire Wait&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:330px&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Light Laser&#039;&#039;&#039;&lt;br /&gt;
| 10 &lt;br /&gt;
| 300 &lt;br /&gt;
| .175&lt;br /&gt;
| Much like Descent lasers. Less powerful than Heavies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Disruptor&#039;&#039;&#039;&lt;br /&gt;
| 16 &lt;br /&gt;
| 275&lt;br /&gt;
| .3&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mass Driver&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 240&lt;br /&gt;
| .15&lt;br /&gt;
| Fires shells, but uses energy, since it&#039;s a cannon.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flail&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 530&lt;br /&gt;
| .15&lt;br /&gt;
| Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Neutron Flux&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 300&lt;br /&gt;
| 30&lt;br /&gt;
| Similar to Heavy Lasers, but more punch.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shivan Light Laser&#039;&#039;&#039;&lt;br /&gt;
| 8 &lt;br /&gt;
| 300 &lt;br /&gt;
| .15 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shivan Heavy Laser&#039;&#039;&#039;&lt;br /&gt;
| 12 &lt;br /&gt;
| 275 &lt;br /&gt;
| .3&lt;br /&gt;
| Self-explanatory. Fires slightly slower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=5 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Alpha-Only secondary weapons&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot; |&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |&#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; | &#039;&#039;&#039;Fire Wait&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Rockeye Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 140 &lt;br /&gt;
| .75 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mag Pulse Missile&#039;&#039;&#039;&lt;br /&gt;
| 10 &lt;br /&gt;
| 200 &lt;br /&gt;
| 1.00 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fury Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 300 &lt;br /&gt;
| .10 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Swarm Missile&#039;&#039;&#039;&lt;br /&gt;
| 15 &lt;br /&gt;
| 200 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Shrike Missile&#039;&#039;&#039;&lt;br /&gt;
| 45 &lt;br /&gt;
| 130 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Angelfire Missile&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 100 &lt;br /&gt;
| 1.0 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fusion Mortar&#039;&#039;&#039;&lt;br /&gt;
| 100 &lt;br /&gt;
| 250 &lt;br /&gt;
| 1.0 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 50 &lt;br /&gt;
| 2.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cluster Baby&#039;&#039;&#039;&lt;br /&gt;
| 25 &lt;br /&gt;
| 120 &lt;br /&gt;
| .5 &lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stilleto Bomb&#039;&#039;&#039;&lt;br /&gt;
| 60 &lt;br /&gt;
| 75 &lt;br /&gt;
| 1.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tsunami Bomb&#039;&#039;&#039;&lt;br /&gt;
| 100 &lt;br /&gt;
| 50 &lt;br /&gt;
| 3.0&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Harbinger Fusion Bomb&#039;&#039;&#039;&lt;br /&gt;
| 200 &lt;br /&gt;
| 40 &lt;br /&gt;
| 3.0&lt;br /&gt;
| none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alpha Missions==&lt;br /&gt;
[[Image:Juggernath_mission.jpg|thumb|&#039;&#039;&#039;Screenshot from the near-mythical Juggernath mission.&#039;&#039;&#039;]]&lt;br /&gt;
The Alpha versions of FreeSpace also contained unique missions. There were a total of three missions in the Alpha versions, two of which are the ones&#039; we know from the FreeSpace 1 Demo. The third Alpha-only mission -- the second in the Alpha &amp;quot;campaign&amp;quot; -- is arguably the most interesting of them all. This is the mission where Alpha wing is ordered to escort the lone &#039;&#039;Juggernath&#039;&#039;, a Fenris class cruiser.&lt;br /&gt;
&lt;br /&gt;
The mission also contains a lot of unique dialogue, dialogue which explains the sentiments regarding the newly founded Vasudan/Terran alliance and deepens the storyline, highlighting the still present animosity towards the Vasudans. A line from Alpha 3 in the mission might serve as example; &amp;quot;&#039;&#039;I just hope I don&#039;t accidentally fire on one of them in the heat of battle. Old habits die hard&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Other differences -- differences that might seem trivial but have quite an impact on the developing story -- include the casting of the main character as part of the [[FreeSpace_1_Terran_Ship_Database#GTC_Orff|GTC &#039;&#039;Orff&#039;s&#039;&#039;]] crew, rather than as a part of the [[FreeSpace_1_Terran_Ship_Database#GTD_Galatea|GTD &#039;&#039;Galatea&#039;s&#039;&#039;]] crew.&lt;br /&gt;
&lt;br /&gt;
Please note that the first Alpha version handed out to (p)reviewers was not playable. Most of the first Alpha only consisted of pre-scripted action. The final pre-release version, however, &#039;&#039;was&#039;&#039; playable and was thus shipped out to reviewers/testers as a novel &amp;quot;Playable Demo&amp;quot;. The &amp;quot;Playable Demo&amp;quot; moniker is still present on the load up screen of the officially released &#039;&#039;Descent: FreeSpace&#039;&#039; demo.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://download.descent-network.com/shareware1/freespace1/trailer/fsmovi1w.exe Trailer] with gameplay from the first Alpha, released 11/14/97.&lt;br /&gt;
*[http://www.descent2.com/games/freespace/index.html Early FreeSpace page] (by the venerable Descent Network), with Alpha/Beta screenshots and info, last updated 3/31/99.&lt;br /&gt;
*[http://www.volition-inc.com/fs/screens.cfm Offical screenshots] for Descent: FreeSpace&lt;br /&gt;
*[http://www.volition-inc.com/fs/screens2.cfm Page two] of above&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:FreeSpace Universe]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Out_of_the_Dark,_Into_the_Night&amp;diff=15602</id>
		<title>Out of the Dark, Into the Night</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Out_of_the_Dark,_Into_the_Night&amp;diff=15602"/>
		<updated>2008-03-13T14:05:26Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */ ships are female.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Avenging Angels|Previous Mission]]&lt;br /&gt;
| [[Freespace 1 Campaign Walkthroughs#Main Freespace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Paving the Way|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 5&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;With the Antares system nearly secure, Command has decided that the GTSC Plato will carry the prototype for the Avenger Attack Cannon through the Antares system.  It will proceed to the Ribos system, where production of the Avenger will begin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Intelligence has determined that only one Vasudan cruiser remains in this system, the Taurus.  If the Vasudans decide to attack the Plato on its way to Ribos, they will certainly use the Taurus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The number of Vasudan attack craft in this system is minimal. Intelligence estimates at most two strike squads.  If something should go wrong, the Plato is equipped with an escape pod.  The escape pod will attempt to make the subspace jump to Ribos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Alpha wing will provide cover for the Plato, and, if necessary, the Plato&#039;s escape pod.  The safety of the prototype is vital, and all Vasudan threats must be eliminated.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Pay special attention to any Vasudan bombers that may arrive.  Bombers will be the greatest threat to the Plato during this operation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;When you&#039;ve cleared the area of hostile bombers, eliminate other threats and continue escorting the Plato to the intersystem subspace node.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Everything is quiet for a while until 3 Anubis fighters and 1 Osiris bomber (Aries wing) jump in. Take out the Osiris bomber.  Don&#039;t hesitate to use a lot of your Fury missiles on it, then aid your wingmen in taking out the rest of the fighters. After this all is quiet for quite some time until the Taurus jumps in, and with it four Anubis fighters and one Osiris bomber (Virgo wing). They will be about 9,000 units away, so stay with the Plato. After a while four Unknown ship class fighters (2 Scorpions and 2 Shaitans) will attack the Taurus. When the Vasudan fighters attack the unknowns, notice that the attacks hit an invisible shield which is visible only when it is hit. Command will order you to visually identify the ships. Ignore them, just stay with the Plato. When you receive the message, &amp;quot;What the hell, they took out the Taurus already,&amp;quot; get ready for some action.&lt;br /&gt;
&lt;br /&gt;
The four unknowns will jump out and four more will attack the Plato. The Shaitan class ships are bombers and look kind of flat. The Scorpions are fighters and will be flying around in all directions.&lt;br /&gt;
&lt;br /&gt;
The Plato will be destroyed and the escape pod should make it without difficulty. The bombers will jump out and one single Scorpion will remain in the area, go after it. Attack it with Furies, the ML-16 will be useless. Expend all of your Furies at the Scorpion if need be. Eventually it will die and you will complete your bonus objective. Jump out now.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Please note that you &#039;&#039;can&#039;&#039; target the Unknowns, using a somewhat clumsy method, however. Target one of your fighters and press &#039;J&#039; (target my target&#039;s target). This will allow you to target the Unknown ships. Also note that the Taurus and Osiris bombers will target only the Plato and &#039;&#039;not&#039;&#039; the Unknown fighters or bombers.&lt;br /&gt;
&lt;br /&gt;
The Plato&#039;s escape pod is flagged invulnerable, so it will always make it to the jump out point, regardless. Further, the Plato &#039;&#039;will&#039;&#039; be destroyed, regardless. The Plato is actually &#039;&#039;marked&#039;&#039; to self destruct in the mission data. On lower difficulties the Plato can defend herself making this another self-playing mission.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTSC &#039;&#039;Plato&#039;&#039;&lt;br /&gt;
*PVC &#039;&#039;Taurus&#039;&#039;&lt;br /&gt;
[[Category:Main Freespace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Playing_Judas&amp;diff=15601</id>
		<title>Talk:Playing Judas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Playing_Judas&amp;diff=15601"/>
		<updated>2008-03-13T14:03:06Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The notes suggest to open fire at the beginning of the mission. Does that make the mission fail immediately? - Mobius&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Well, if you fire, the Arjunas would come and kill you. But it does not make you fail the mission.[[User:Nubbles|Nubbles]] 13:50, 10 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Then this should be mentioned as superb example of bad FREDding. - Mobius&lt;br /&gt;
&lt;br /&gt;
*Dude if you open fire it is LIKE failing because the Eva, the Lucifer, Rama, Arjuna, Vishnu, Durga, Savitri, Jugganath, Parvati,Pochi, Tama, James, Steve Ballmer, Chuck Norris AND Derek Smart start attacking you. [[User:Snail|Snail]] 16:38, 15 February 2008 (CST)&lt;br /&gt;
Nooooo....!! Not mr Smart!!! Nooo...!! (By the by; the mission really is a text book example of lousy FREDding.) [[User:Selectah|Selectah]] 08:03, 13 March 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15582</id>
		<title>Paving the Way</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15582"/>
		<updated>2008-03-12T06:54:06Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */ horrible english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Out of the Dark, Into the Night|Previous Mission]]&lt;br /&gt;
| [[Freespace 1 Campaign Walkthroughs#Main Freespace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Pandora&#039;s Box|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Due to increased encounters with Shivan forces, Terran Command has ordered the Galatea to the Beta Cygni system to monitor Shivan activity. The Galatea has taken a beating since her last repair, and there isn&#039;t time to follow the safest route.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Antares-Beta Cygni Jump Node lies in the center of a dense asteroid field, making it one the least used jump nodes in the galaxy. Standard procedure would have us circumvent this node completely, requiring two jumps. Now we have no choice.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Weapons systems have taken damage from enemy bombers. The Galatea should be able to make it through the asteroid field, but Alpha wing will be deployed to destroy approaching asteroids.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alpha wing will fly point for the Galatea and destroy any asteroids that cross its flight path.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Asteroids that are considered a threat to the Galatea will be marked with white targeting brackets. Destroy these asteroids first.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once the Galatea has jumped out, you are to report to the GTD Bastion, stationed at Antares. The Bastion will take you to Ikeya for your next mission. Your wing will rendezvous with the Galatea in Beta Cygni upon completion of that mission.&#039;&#039;&lt;br /&gt;
:&#039;&#039;In the event of enemy attack, you are to cover the Galatea&#039;s escape from the system at any cost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a very easy mission on medium, but not on the higher difficulties, if you&#039;re trying to get the secondary objective of keeping the Galatea above 50 percent. Fly around destroying the asteroids with white targeting brackets around them. Your MX-50&#039;s are useless in this mission, because the MX-50 missiles do not home in on asteroids. Hence Furies are the only viable option as secondary weapon.&lt;br /&gt;
&lt;br /&gt;
The main mistake you might make is to sit there pounding an asteroid with lasers and rockets until it blows up. This is a waste of time and ammunition. Fire 4 Furies at each asteroid while shooting your primaries at it, then move on to the next target. It takes a whole second or so for the rockets to reach their target, so don&#039;t sit there watching them. Saving time is crucial on Insane.&lt;br /&gt;
&lt;br /&gt;
Near the end of the mission, two Shivan bombers (Shaitan) will attack. Alpha 2 will engage them so just keep destroying asteroids. It&#039;s not &#039;&#039;that&#039;&#039; difficult to kill them, so on the lower difficulty levels you may want to take the bombers out. Make sure that you are not in front of the Galatea when she jumps out once reaching the node, or you will be killed in the collision.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
If you think that your job of destroying asteroids is not important, order Alpha 2 to depart and don&#039;t do anything. Then sit back and watch the Galatea&#039;s hull integrity meter rapidly fall down towards zero.&lt;br /&gt;
&lt;br /&gt;
Again, you can target the Shivan Shaitans by targetting Alpha 2 and pressing &#039;J&#039; (&amp;quot;Target my Target&#039;s Target&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Be careful with the Shivan bombs, though. You have no shield system this early in the campaign, so if you&#039;re planning on taking out the Shivan charges make sure you&#039;re quite some distance from them when they go ka-blooey. You&#039;ll be obliterated in no time if you&#039;re too close.&lt;br /&gt;
&lt;br /&gt;
Because the game only hurls asteroids at ships on your escort list, removing the Galatea would make this mission a lot easier. This is possible with the [[The_FreeSpace_Port|FreeSpace Port]], but in &#039;&#039;Descent: FreeSpace&#039;&#039; you cannot remove a ship that has been marked &amp;quot;Escort Ship&amp;quot; from your escort list. If you edit the mission with FRED, removing the escort flag, the Galatea can make it to the node at 49% hull on Insane without any help from you, and most of that damage is from the Shivan bombs at the end.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTD Galatea &amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Main Freespace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15581</id>
		<title>Paving the Way</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15581"/>
		<updated>2008-03-12T06:50:59Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Out of the Dark, Into the Night|Previous Mission]]&lt;br /&gt;
| [[Freespace 1 Campaign Walkthroughs#Main Freespace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Pandora&#039;s Box|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Due to increased encounters with Shivan forces, Terran Command has ordered the Galatea to the Beta Cygni system to monitor Shivan activity. The Galatea has taken a beating since her last repair, and there isn&#039;t time to follow the safest route.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Antares-Beta Cygni Jump Node lies in the center of a dense asteroid field, making it one the least used jump nodes in the galaxy. Standard procedure would have us circumvent this node completely, requiring two jumps. Now we have no choice.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Weapons systems have taken damage from enemy bombers. The Galatea should be able to make it through the asteroid field, but Alpha wing will be deployed to destroy approaching asteroids.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alpha wing will fly point for the Galatea and destroy any asteroids that cross its flight path.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Asteroids that are considered a threat to the Galatea will be marked with white targeting brackets. Destroy these asteroids first.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once the Galatea has jumped out, you are to report to the GTD Bastion, stationed at Antares. The Bastion will take you to Ikeya for your next mission. Your wing will rendezvous with the Galatea in Beta Cygni upon completion of that mission.&#039;&#039;&lt;br /&gt;
:&#039;&#039;In the event of enemy attack, you are to cover the Galatea&#039;s escape from the system at any cost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a very easy mission on medium, but not on the higher difficulties, if you&#039;re trying to get the secondary objective of keeping the Galatea above 50 percent. Fly around destroying the asteroids with white targeting brackets around them. Your MX-50&#039;s are useless in this mission, because the MX-50 missiles do not home in on asteroids. Hence Furies are the only viable option as secondary weapon.&lt;br /&gt;
&lt;br /&gt;
The main mistake you might make is to sit there pounding an asteroid with lasers and rockets until it blows up. This is a waste of time and ammunition. Fire 4 Furies at each asteroid while shooting your primaries at it, then move on to the next target. It takes a whole second or so for the rockets to reach their target, so don&#039;t sit there watching them. Saving time is crucial on Insane.&lt;br /&gt;
&lt;br /&gt;
Near the end of the mission, two Shivan bombers (Shaitan) will attack. Alpha 2 will engage them so just keep destroying asteroids. It&#039;s not &#039;&#039;that&#039;&#039; difficult to kill them, so on the lower difficulty levels you may want to take the bombers out. Make sure that you are not in front of the Galatea when she jumps out once reaching the node, or you will be killed in the collision.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
If you think that your job of destroying asteroids is not important, order Alpha 2 to depart and don&#039;t do anything. Then sit back and watch the Galatea&#039;s hull integrity meter rapidly fall down towards zero.&lt;br /&gt;
&lt;br /&gt;
Again, you can target the Shivan Shaitans by targetting Alpha 2 and pressing &#039;J&#039; (&amp;quot;Target my Target&#039;s Target&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Be careful with the Shivan bombs, though. You have no shield system this early in the campaign, so if you&#039;re planning on taking out the Shivan charges make sure you&#039;re quite some distance from them when they go ka-blooey. You&#039;ll be obliterated in no time if you&#039;re too close.&lt;br /&gt;
&lt;br /&gt;
Because the game only hurls asteroids at ships on your escort list, removing the Galatea would make this mission a lot easier. This is possible in FSPort, but in FS1 you cannot remove a ship from your escort list that has been marked &amp;quot;escort ship&amp;quot; in FRED. If you edit the mission with FRED, removing the escort flag, the Galatea can make it to the node at 49% hull on Insane without any help from you, and most of that damage is from the Shivan bombs at the end.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTD Galatea &amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Main Freespace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Paving_the_Way&amp;diff=15580</id>
		<title>Talk:Paving the Way</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Paving_the_Way&amp;diff=15580"/>
		<updated>2008-03-12T06:50:04Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No reward for kills? ==&lt;br /&gt;
&lt;br /&gt;
Quoting the article:&lt;br /&gt;
&lt;br /&gt;
 Near the end of the mission, two Shivan bombers (Shaitan) will attack. Alpha 2 &lt;br /&gt;
 will engage them so just keep destroying asteroids. Even if you manage to &lt;br /&gt;
 destroy these hostiles -- it&#039;s not &#039;&#039;that&#039;&#039; difficult -- you will not be &lt;br /&gt;
 awarded, not even kills, so you might as well avoid them.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see how the kills would not be counted, unless Volition made this a training mission where kills aren&#039;t recorded (in which case you&#039;d get a Skip Training option). If noone disputes it then I&#039;ll cut this statement out.[[User:Mustang19|Mustang19]] 10:05, 29 October 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
No comments? I removed those claims. [[User:Mustang19|Mustang19]] 17:04, 15 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
*You can kill the Shaitans, in theory. You have ML-16, remember? - [[User:TopAce|TopAce]] 11:33, 17 November 2007 (CST)&lt;br /&gt;
== Escort list ==&lt;br /&gt;
Ya, I wasn&#039;t paying attention to the fact the port allows removal of escort ships. Sorry. [[User:Selectah|Selectah]] 00:50, 12 March 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15504</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15504"/>
		<updated>2008-03-04T09:06:52Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Design Changes */ couldn&amp;#039;t find source yet, but I&amp;#039;m on it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition used the facing-waypoint SEXP to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated &#039;&#039;HLC Maltusa&#039;&#039;.&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus&#039; turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb&#039;s seeker.&lt;br /&gt;
* The SCv Moloch&#039;s fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don&#039;t have a head animation. None of the freighter&#039;s messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf&#039;s messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1&#039;s commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name &#039;Exodus&#039; appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names &#039;The Great Hunt&#039; and &#039;Clash of the Titans&#039; (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The [[PVS Scarab|Scarab]] and the [[GVEP Ra|Ra]] have FreeSpace&#039;s only &amp;quot;in-game&amp;quot; depiction of a Vasudan, Shivan, or Terran. The &amp;quot;unmanned&amp;quot; Scarab has a dead Vasudan in its debris, while the Ra&#039;s story is somewhat more [[Find the MOON Challenge Results|interesting]].&lt;br /&gt;
* The Hermes, Centaur, Scarab, Nephythys, and Hygeia all have untargetable engine subsystems and can be disabled by a properly placed Harpoon shot. The Centaur in [[Enter the Dragon]] is ocasionally disabled by the &#039;&#039;Shakti&#039;s&#039;&#039; blob turrets, for example. The Ra has an engine subsystem as well, but for whatever reason, it cannot be disabled.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an allow-ship SEXP; they&#039;re only used in &amp;quot;scramble&amp;quot; missions. Nor is the [[GVB Sekhmet|Sekhmet]] &amp;quot;given&amp;quot; to the player; this ship is the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly in the main single-player campaign. Note that you have a chance to fly the [[GTF Pegasus|Pegasus]] only once, in [[Endgame]].&lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King&#039;s Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King&#039;s Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage, respectively (per every ~.2 seconds).&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
* In [[ships.tbl]] in both FS1 and FS2, ship names beginning with an &amp;quot;@&amp;quot; indicate a ship that was present in the demo.&lt;br /&gt;
* The [[FreeSpace 1 Vasudan Ship Database#HLD Prophecy|HLD &#039;&#039;Prophecy&#039;&#039;]] in [[The Great Hunt]] is &amp;quot;Neutral&amp;quot;. Most Hammer of Light ships are set this way in missions that also feature Shivans, to allow the two to engage each other.&lt;br /&gt;
* The Vasudans have no equivalent to the massive [[GTT Argo|Argo]] or [[SFr Asmodeus|Asmodeus]]. To get around this, in [[Return to Babel]] the Vasudans actually use an Argo transport named the GTT &#039;&#039;Qeb&#039;&#039;. There is Volition concept art for the GVT &#039;&#039;Qeb&#039;&#039; class, which was apparently never made.&lt;br /&gt;
* [[As Lightning Fall]] is the only FreeSpace 2 mission with no beams mounted on any ship.&lt;br /&gt;
* The [[Harbinger]] missile model is reused as the tip of the [[Stiletto]] missile model.&lt;br /&gt;
* Mission sm3-05 in FS1 makes reference to an enigmatic &amp;quot;Ysusi System&amp;quot;.&lt;br /&gt;
* Viewed from the side, the [[GTI Arcadia|Arcadia]] resembles the GTA logo.&lt;br /&gt;
* FreeSpace contains many [[Node Inconsistencies|node inconsistencies]]. For example various FS1 command brief ANIs show 3 different nodes connecting Sol to other systems (but not all at once). &lt;br /&gt;
* A [[FreeSpace Reference Bible]] command brief states that the Terrans or Vasudans &amp;quot;tried three different missile prototypes, with no luck whatsoever&amp;quot; against the Lucifer as it attacked &amp;quot;the Vasudan outpost in the Diones system&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Software, mission design, and similar bugs.&lt;br /&gt;
&lt;br /&gt;
* In FreeSpace 1 only, if you go into FRED and order a support ship to dock with you (through AI orders and not C-5), then you&#039;ll be thrown out of the game area at high velocity in an intense spin. Command will try to force you to warp out when you leave the game area, but you&#039;re stuck due to your spin.&lt;br /&gt;
* The FreeSpace engine&#039;s solution to complicated collision problems is to fling one of the offending objects far out of the game area, in the order of 500,000 units. It was once a minor pastime of the FreeSpace community to see how far one could be &amp;quot;flung&amp;quot; after messing around with the Orion&#039;s fighterbay.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]&#039;s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the command briefing animation for [[The King&#039;s Gambit]], the strategy is described in &amp;quot;Stage One&amp;quot; followed by &amp;quot;Stage 2&amp;quot;.&lt;br /&gt;
* Sentry 04 in &#039;Place of Chariots&#039; is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch&#039;s figherbay &amp;quot;paths&amp;quot; are misplaced. It also has an incorrect turret normal on one of its bottom laser turrets that allows the Moloch to fire through itself. This is a common problem with Volition FreeSpace models. For example, the GTFr Chronos can fire straight through itself.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs, but not Cyclops or other heavy weaponry. This never has a chance to be noticed in the main campaign, as the player only uses Helios in scramble missions. This is widely believed to be either a data entry error or some kind of joke.&lt;br /&gt;
* During asteroid escort missions, note that the game only &amp;quot;hurls&amp;quot; asteroids at ships on your escort list. Therefore, you can make these missions easier by removing all friendly vessels from your escort list. It is not known if the same rule applies for hostile ships as well.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* Volition released a [[FreeSpace Alpha]] version to several reviewers before the release of FS1. The Alpha contained a stripped-down, incomplete version of FS1, with the two FS1 demo missions plus an original mission featuring the GTC &#039;&#039;Juggernath&#039;&#039;.&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* The Alpha version of &#039;&#039;Descent: FreeSpace&#039;&#039; had a mission consisting of escorting a Fenris/Leviathan cruiser named the Juggernath. The mission was dropped before the demo shipped.&lt;br /&gt;
* The SC Cain and SC Lilith cruiser originally had a different hull design, with two fin-like appendages protruding from the lower hull. These can clearly be seen in alpha/beta screenshots.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* The special-issue DVD release of Descent: FreeSpace used planet bitmaps as backgrounds like in FS2, as well as afterburner trails.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It&#039;s arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren&#039;t working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|Lucifer]] tech description in FS1 states that it has 3 &amp;quot;flux&amp;quot; cannons. However, it only has 2. The third beam (perhaps the one used for bombarding planets) was probably meant to be mounted on the bow of the ship.  (Development notes specify that a beam is to be located on each set of three red circles.)&lt;br /&gt;
*The high-res Lucifer model that Volition used for cutscenes has two &amp;quot;antennae&amp;quot; that are not present in the in-game model. They were probably removed for aesthetic reasons, but the non-canon HTL Lucifer re-incorporated them. Also, the high-res Lucifer has several green lights along with its red lighting which are clearly visible in the endgame cutscene. Note that Shivan ships were originally intended to be green.&lt;br /&gt;
* Originally the first mission in Descent: FreeSpace had the player cast as part of the Orff&#039;s crew, not the Galatea&#039;s. This can be verified through breifing screenshots taken from the alpha/beta releases.&lt;br /&gt;
* The [[FreeSpace Reference Bible]] seems to imply that groups ships jumping in from subspace were originally intended to all come through the same &amp;quot;hole&amp;quot;, rather than each ship having an individual hole. (&#039;&#039;The pilot is soon within sight of the Terran installation.  As the pilot struggles to relay his story and keep his bomber from disintegrating, many subspace holes open up in front of him, out of which streams of Shivan fighters pour.&#039;&#039;)&lt;br /&gt;
* There is a sound file in the FS1 VPs called &amp;quot;Approach.wav&amp;quot; that sounds like a fighter coming in to land on its carrier. This implies that Volition initially intended there to be a landing cutscene at the end of each mission, like Wing Commander. The file might also be a leftover from an earlier design choice with every mission ending with the player entering a docking bay. This was scrapped early on, due to it severely changing the way missions were played.&lt;br /&gt;
* The FS2 voice VP, stu_fs2.vp, contains voiceacting for an unreleased mission, M09. More information can be found on the [http://www.hard-light.net/forums/index.php/topic,42231.0.html Hard Light thread] on the subject.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
Most of these renamings were noticed in pre-release screenshots, model file names, or in FRED by looking at internal names used in the missions themselves.&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow. The name for the missile can clearly be seen in the FreeSpace 2 trailer.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm. The name SD-4 Sidearm can clearly be seen in the FreeSpace 2 trailer. Moreover, in the retail version of FreeSpace 2 the icon and animation files for the weapons are still called iconSD4 and SD4, respectively.&lt;br /&gt;
* The Akheton SDG laser was originally named DR-2 Scalpel. At some point during the development phase it was also known as Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye. The name is still present in the FreeSpace 1 demo.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The GTW-83 Lamprey was originally called the Shrieker, and was later changed to GTW-83 Light Laser, before finally settling on the present name.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The GTW-66 Maxim Cannon was originally called the GTW-66 Newton Cannon.&lt;br /&gt;
* The Morning Star was originally called the Mace. Later in development the name was changed to Flail II. Ultimately, though, it was renamed Morning Star.&lt;br /&gt;
* The Hornet was originally called the Bombardier.&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre&#039;s name was originally Admiral Hepsut ([[Surrender, Belisarius]])&lt;br /&gt;
* The GTD &#039;&#039;Aquitaine&#039;&#039; was originally named the GTD &#039;&#039;Intrepid&#039;&#039;.&lt;br /&gt;
* The GTD &#039;&#039;Galatea&#039;&#039;, was originally named the ITA &#039;&#039;Repulse&#039;&#039; ([[FreeSpace Reference Bible]]).&lt;br /&gt;
* The SJ &#039;&#039;Sathanas&#039;&#039; was originally named &#039;&#039;Apocalypse&#039;&#039;. If you look at your event log after completing [[A Monster in the Mist]], you can still see a goal named &amp;quot;Scan Apocalypse Subsystems&amp;quot;.&lt;br /&gt;
* The GTFr &#039;&#039;Chronos&#039;&#039; was originally named &#039;&#039;Boar&#039;&#039;.&lt;br /&gt;
* The GVF &#039;&#039;Tauret&#039;&#039; was originally named &#039;&#039;Crab&#039;&#039;.&lt;br /&gt;
* The SF &#039;&#039;Dragon&#039;&#039; was originally named &#039;&#039;Mosquito&#039;&#039;.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
* For a long time the Apollo fighter was called &#039;&#039;SF-XX Generic Fighter&#039;&#039;.&lt;br /&gt;
* In the [[FreeSpace_Alpha|Alpha]] version, the Fury Missile still used the graphics of the left-out G-13 Medium Laser. The laser weapon disappeared completely before the original FreeSpace 1 demo, and was unique to the Alpha version. (It also looks a lot like the Tsunami colored grey.)&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
Allegedly, Volition contracted another company to make the FreeSpace cutscenes. They have several canon inconsistencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 1 Intro&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo&#039;s gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the front seat of the intro&#039;s Apollo-bomber. He is visible for less than a second. The [[FreeSpace Reference Bible]] refers to this copilot as the &amp;quot;gunner&amp;quot;.&lt;br /&gt;
* [[GTF Hercules|Hercules]] and [[GTB Medusa|Medusa]] icons are shown on Riviera Station&#039;s radar display (although no Hercs or Medusas are visible in the cutscene).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallfight&#039;&#039;&#039;&lt;br /&gt;
* The captured Shivan vessel is called &amp;quot;Freighter&amp;quot;, but it&#039;s actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 2 Intro&#039;&#039;&#039;&lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]. However, FreeSpace 1 command briefs claim that the &#039;&#039;Bastion&#039;&#039; and &#039;&#039;Galatea&#039;&#039; are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system. [[Volition]] stated that this ship was not the &#039;&#039;Galatea&#039;&#039;, and the Bastion does not bite the bullet until nearly the end of FS2.&lt;br /&gt;
* A Shivan [[Demon|&#039;&#039;Demon&#039;&#039;]]-class destroyer appears after the destruction of the &#039;&#039;Legion&#039;&#039;, even though the only Shivan destroyer (other than the &#039;&#039;Lucifer&#039;&#039;) in the system, the [[SD Eva|&#039;&#039;Eva&#039;&#039;]], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
* A Hercules is shown crashing into the planet after getting shot down. It sits on the planet surface, relatively undamaged. In reality, an object in uncontrolled descent from orbit with the mass of a FreeSpace 2 fighter (which is hardly budged by &amp;quot;mutli-kiloton&amp;quot; missiles) would leave a deep crater in the ground. The pilot would experience extreme g-force upon impact and would not be alive to climb out of the cockpit as he apparently does in the cutscene.&lt;br /&gt;
* The Hades is shown as a wreck on the surface of the Deneb planet. Silent Threat command briefings indicate that the Hades was destroyed in [[Beta Aquilae]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus cutscene&#039;&#039;&#039;&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The &#039;&#039;Lucifer&#039;&#039; is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Real Life&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This category includes mainly business decisions, but also interesting connections between FreeSpace and RL.&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It&#039;s FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace in the US due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
* &#039;&#039;FreeSpace 2&#039;&#039; was originally named &#039;&#039;FreeSpace 2: Colossus&#039;&#039; (for the demo). Even before that, it was named &#039;&#039;FreeSpace 2: Exodus&#039;&#039;.&lt;br /&gt;
* In Greek, the plural of Knossos is Knossoi, and the plural of Sathanas is Sathanai (ancient Greek) or Sathanes (modern Greek). These are loose translations; Sathanas is simply the Greek representation of the Hebrew word for Satan. Volition always circumvented the plural by using phrases such as &amp;quot;Sathanas juggernauts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The Deimos is listed as an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos&amp;quot;). However, the following text specifies that the ship class is &amp;quot;corvette&amp;quot;.&lt;br /&gt;
* The Deimos has side-mounted multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos&#039;s turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
* Only the Perseus in front of the Deimos has engine thrusters.&lt;br /&gt;
* On the European version of the box, the &#039;&#039;Lucifer&#039;&#039; is visible just at the right of the first Deimos&#039;s top turret.&lt;br /&gt;
* On the European version of the box, the Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;). &lt;br /&gt;
* The Italian version of the box says that beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Imparate a usare le armi a raggi...&amp;quot;, &amp;quot;Learn to use beam weapons...&amp;quot;).&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15455</id>
		<title>Paving the Way</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Paving_the_Way&amp;diff=15455"/>
		<updated>2008-02-29T23:50:02Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Out of the Dark, Into the Night|Previous Mission]]&lt;br /&gt;
| [[Freespace 1 Campaign Walkthroughs#Main Freespace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Pandora&#039;s Box|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;Due to increased encounters with Shivan forces, Terran Command has ordered the Galatea to the Beta Cygni system to monitor Shivan activity. The Galatea has taken a beating since her last repair, and there isn&#039;t time to follow the safest route.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Antares-Beta Cygni Jump Node lies in the center of a dense asteroid field, making it one the least used jump nodes in the galaxy. Standard procedure would have us circumvent this node completely, requiring two jumps. Now we have no choice.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Weapons systems have taken damage from enemy bombers. The Galatea should be able to make it through the asteroid field, but Alpha wing will be deployed to destroy approaching asteroids.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alpha wing will fly point for the Galatea and destroy any asteroids that cross its flight path.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Asteroids that are considered a threat to the Galatea will be marked with white targeting brackets. Destroy these asteroids first.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once the Galatea has jumped out, you are to report to the GTD Bastion, stationed at Antares. The Bastion will take you to Ikeya for your next mission. Your wing will rendezvous with the Galatea in Beta Cygni upon completion of that mission.&#039;&#039;&lt;br /&gt;
:&#039;&#039;In the event of enemy attack, you are to cover the Galatea&#039;s escape from the system at any cost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a very easy mission on medium, but not on the higher difficulties, if you&#039;re trying to get the secondary objective of keeping the Galatea above 50 percent. Fly around destroying the asteroids with white targeting brackets around them. Your MX-50&#039;s are useless in this mission, because the MX-50 missiles do not home in on asteroids. Hence Furies are the only viable option as secondary weapon.&lt;br /&gt;
&lt;br /&gt;
The main mistake you might make is to sit there pounding an asteroid with lasers and rockets until it blows up. This is a waste of time and ammunition. Fire 4 Furies at each asteroid while shooting your primaries at it, then move on to the next target. It takes a whole second or so for the rockets to reach their target, so don&#039;t sit there watching them. Saving time is crucial on Insane.&lt;br /&gt;
&lt;br /&gt;
Near the end of the mission, two Shivan bombers (Shaitan) will attack. Alpha 2 will engage them so just keep destroying asteroids. It&#039;s not &#039;&#039;that&#039;&#039; difficult to kill them, so on the lower difficulty levels you may want to take the bombers out. Make sure that you are not in front of the Galatea when she jumps out once reaching the node, or you will be killed in the collision.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
If you think that your job of destroying asteroids is not important, order Alpha 2 to depart and don&#039;t do anything. Then sit back and watch the Galatea&#039;s hull integrity meter rapidly fall down towards zero.&lt;br /&gt;
&lt;br /&gt;
Again, you can target the Shivan Shaitans by targetting Alpha 2 and pressing &#039;J&#039; (&amp;quot;Target my Target&#039;s Target&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Be careful with the Shivan bombs, though. You have no shield system this early in the campaign, so if you&#039;re planning on taking out the Shivan charges make sure you&#039;re quite some distance from them when they go ka-blooey. You&#039;ll be obliterated in no time if you&#039;re too close.&lt;br /&gt;
&lt;br /&gt;
If you want to make the mission a lot easier, simply remove the Galatea from your escort list.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTD Galatea &amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Main Freespace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15454</id>
		<title>FreeSpace Trivia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Trivia&amp;diff=15454"/>
		<updated>2008-02-29T23:46:32Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Design Changes */ *spel chek*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quirks==&lt;br /&gt;
&lt;br /&gt;
* In [[The Place of Chariots]], the mission where you encounter the [[NTF Boadicea]], Volition used the facing-waypoint SEXP to ensure that the Boadicea never appears when the player is looking directly at it. If the player turns toward the area where the Boadicea appears and never turns away, the mission will never progress.&lt;br /&gt;
* There are only two canon references to ground warfare in FreeSpace. If the player wins [[Surrender, Belisarius|the first mission]] in FS2, he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is an FS1 multi mission where the player attacks an HoL marine convoy.&lt;br /&gt;
* The Aten destroyed before the mission in La Ruota Della Fortuna is designated &#039;&#039;HLC Maltusa&#039;&#039;.&lt;br /&gt;
* The BFGreen is only used once in the game (during [[Endgame]] and only on one of the Colossus&#039; turrets).&lt;br /&gt;
* The LRBGreen was only used once, in [[High Noon]].&lt;br /&gt;
* You can target your own bomb using the target-object-in-reticle key. Your target display will show video from the bomb&#039;s seeker.&lt;br /&gt;
* The SCv Moloch&#039;s fighterbay was never used in the main campaign. However, it was used in a multiplayer mission.&lt;br /&gt;
* FS1 command brief and tech room .anis normally had readable text. Almost all FS2 .anis, however, have some kind of nonsense text. The Colossus cutscene has several blocks of text, all of them starting with &amp;quot;Math is cool.&amp;quot; The Meson Bomb command brief animation reads like an advertisement (Guaranteed to blow anything up...).&lt;br /&gt;
* The TTC 1 tech container does not appear at all in either the FS1 or Silent Threat campaigns. A few of them appear in [[...But Hate the Traitor]], during the FS2 campaign. It also appears in the FS2 cutscene &amp;quot;Colossus&amp;quot;. &lt;br /&gt;
* Almost every radio message in FS2, other than training messages, is accompanied by a head animation. Several radio messages in FS1, however, don&#039;t have a head animation. None of the freighter&#039;s messages in FS1 have one, and there are two instances of &amp;quot;Command&amp;quot; not having an animation. In [[Eve of Destruction]], if the Orff is destroyed, Command speaks without a head .ani. Also, in [[Paving the Way]], Admiral Wolf&#039;s messages have no head .ani. In the FS2 mission [[Mystery of the Trinity]], when the Trinity reaches critical damage, a pilot speaks without a head .ani. This is due to a bug with the personas.&lt;br /&gt;
* The only squadron leader or admiral that the player ever sees is Admiral Wolf. Admiral Wolf (Alpha 1&#039;s commander on the Galatea) appears once, in a cutscene (and also a few times in-mission with the normal command head .ani).&lt;br /&gt;
* The mission name &#039;Exodus&#039; appears in all three Volition single-player campaigns (The Main FreeSpace Campaign, Silent Threat, and FreeSpace 2).&lt;br /&gt;
* The mission names &#039;The Great Hunt&#039; and &#039;Clash of the Titans&#039; (with/without II on the end) appear in both FS1 and FS2.&lt;br /&gt;
* The ship name Andromeda was used for three Vasudan ships and one Terran ship: the PVFR Andromeda in [[The Hammer and the Anvil]], the PVC Andromeda in [[The Pursuit]], the GTSC Andromeda in [[On The Run]], and the GVC Andromeda in a command briefing in [[Surrender, Belisarius|Surrender, Belisarius!]].&lt;br /&gt;
* The [[PVS Scarab|Scarab]] and the [[GVEP Ra|Ra]] have FreeSpace&#039;s only &amp;quot;in-game&amp;quot; depiction of a Vasudan, Shivan, or Terran. The &amp;quot;unmanned&amp;quot; Scarab has a dead Vasudan in its debris, while the Ra&#039;s story is somewhat more [[Find the MOON Challenge Results|interesting]].&lt;br /&gt;
* The Hermes, Centaur, Scarab, Nephythys, and Hygeia all have untargetable engine subsystems and can be disabled by a properly placed Harpoon shot. The Centaur in [[Enter the Dragon]] is ocasionally disabled by the &#039;&#039;Shakti&#039;s&#039;&#039; blob turrets, for example. The Ra has an engine subsystem as well, but for whatever reason, it cannot be disabled.&lt;br /&gt;
* In the second training mission of FS2, there is an installation named the Kos.&lt;br /&gt;
* All GTVA warships in [[Their Finest Hour]] are beam-freed by SEXP. They are beam-freed at the start of the mission, before most of them warp in, so only one Sobek is able to fire its beams.&lt;br /&gt;
* Neither the [[SF Mara (Terrans)|Terran Mara]] nor the [[GVB Bakha|Bakha]] are ever &amp;quot;given&amp;quot; to the player using an allow-ship SEXP; they&#039;re only used in &amp;quot;scramble&amp;quot; missions. Nor is the [[GVB Sekhmet|Sekhmet]] &amp;quot;given&amp;quot; to the player; this ship is the only Terran or Vasudan fighter/bomber in FS2 that the player never has a chance to fly in the main single-player campaign. Note that you have a chance to fly the [[GTF Pegasus|Pegasus]] only once, in [[Endgame]].&lt;br /&gt;
* The player is granted the Cyclops#short before [[Slaying Ravana]]. The player actually uses Cyclops#shorts until the [[The King&#039;s Gambit]]; he is never granted the &amp;quot;real&amp;quot; [[GTM Cyclops|Cyclops]], but uses it anyway for [[The King&#039;s Gambit]].&lt;br /&gt;
* The FS2 techroom animation for Sol shows the Earth facing &amp;quot;backwards&amp;quot; and rotating the wrong way.&lt;br /&gt;
* The amount of damage that a beam can inflict on a friendly is limited. On Very Easy, Easy, Medium, Hard, and Insane, the limits are 0, 5, 10, 20, and 30 damage, respectively (per every ~.2 seconds).&lt;br /&gt;
* The FS1 Vasudan persona is not fully voice-acted.&lt;br /&gt;
* In [[ships.tbl]] in both FS1 and FS2, ship names beginning with an &amp;quot;@&amp;quot; indicate a ship that was present in the demo.&lt;br /&gt;
* The [[FreeSpace 1 Vasudan Ship Database#HLD Prophecy|HLD &#039;&#039;Prophecy&#039;&#039;]] in [[The Great Hunt]] is &amp;quot;Neutral&amp;quot;. Most Hammer of Light ships are set this way in missions that also feature Shivans, to allow the two to engage each other.&lt;br /&gt;
* The Vasudans have no equivalent to the massive [[GTT Argo|Argo]] or [[SFr Asmodeus|Asmodeus]]. To get around this, in [[Return to Babel]] the Vasudans actually use an Argo transport named the GTT &#039;&#039;Qeb&#039;&#039;. There is Volition concept art for the GVT &#039;&#039;Qeb&#039;&#039; class, which was apparently never made.&lt;br /&gt;
* [[As Lightning Fall]] is the only FreeSpace 2 mission with no beams mounted on any ship.&lt;br /&gt;
* The [[Harbinger]] missile model is reused as the tip of the [[Stiletto]] missile model.&lt;br /&gt;
* Mission sm3-05 in FS1 makes reference to an enigmatic &amp;quot;Ysusi System&amp;quot;.&lt;br /&gt;
* Viewed from the side, the [[GTI Arcadia|Arcadia]] resembles the GTA logo.&lt;br /&gt;
* FreeSpace contains many [[Node Inconsistencies|node inconsistencies]]. For example various FS1 command brief ANIs show 3 different nodes connecting Sol to other systems (but not all at once). &lt;br /&gt;
* A [[FreeSpace Reference Bible]] command brief states that the Terrans or Vasudans &amp;quot;tried three different missile prototypes, with no luck whatsoever&amp;quot; against the Lucifer as it attacked &amp;quot;the Vasudan outpost in the Diones system&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Software, mission design, and similar bugs.&lt;br /&gt;
&lt;br /&gt;
* In FreeSpace 1 only, if you go into FRED and order a support ship to dock with you (through AI orders and not C-5), then you&#039;ll be thrown out of the game area at high velocity in an intense spin. Command will try to force you to warp out when you leave the game area, but you&#039;re stuck due to your spin.&lt;br /&gt;
* The FreeSpace engine&#039;s solution to complicated collision problems is to fling one of the offending objects far out of the game area, in the order of 500,000 units. It was once a minor pastime of the FreeSpace community to see how far one could be &amp;quot;flung&amp;quot; after messing around with the Orion&#039;s fighterbay.&lt;br /&gt;
* In [[Love the Treason...]], the jump node to [[Regulus]] is named &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* If you fire bombs into certain fighterbays, such as the [[GTI Arcadia|Arcadia]]&#039;s, your bombs will fly in circles until they run out of fuel and explode.&lt;br /&gt;
* If you name an object &amp;quot;planet&amp;quot; in FRED, and you go near the object in-game, a message will appear saying &amp;quot;Too close to planet. Taking damage!&amp;quot;&lt;br /&gt;
* In the command briefing animation for [[The King&#039;s Gambit]], the strategy is described in &amp;quot;Stage One&amp;quot; followed by &amp;quot;Stage 2&amp;quot;.&lt;br /&gt;
* Sentry 04 in &#039;Place of Chariots&#039; is assigned the cargo &amp;quot;Unable To Scan&amp;quot;.&lt;br /&gt;
* The TC-TRI cargo containers carried by Capricorn wing in &amp;quot;The Romans Blunder&amp;quot; are friendly.&lt;br /&gt;
* The GTI Ganymede is never used in the main FS2 campaign, although it appears in a multiplayer dogfight.&lt;br /&gt;
* The SCv Moloch&#039;s figherbay &amp;quot;paths&amp;quot; are misplaced. It also has an incorrect turret normal on one of its bottom laser turrets that allows the Moloch to fire through itself. This is a common problem with Volition FreeSpace models. For example, the GTFr Chronos can fire straight through itself.&lt;br /&gt;
* The Myrmidon fighter is able to carry Helios anti-matter bombs, but not Cyclops or other heavy weaponry. This never has a chance to be noticed in the main campaign, as the player only uses Helios in scramble missions. This is widely believed to be either a data entry error or some kind of joke.&lt;br /&gt;
* During asteroid escort missions, note that the game only &amp;quot;hurls&amp;quot; asteroids at ships on your escort list. Therefore, you can make these missions easier by removing all friendly vessels from your escort list. It is not known if the same rule applies for hostile ships as well.&lt;br /&gt;
&lt;br /&gt;
==Design Changes==&lt;br /&gt;
&lt;br /&gt;
This category includes both early development decisions that were later changed, game engine changes between FS1 and FS2.&lt;br /&gt;
&lt;br /&gt;
* Volition released a [[FreeSpace Alpha]] version to several reviewers before the release of FS1. The Alpha contained a stripped-down, incomplete version of FS1, with the two FS1 demo missions plus an original mission featuring the GTC &#039;&#039;Juggernath&#039;&#039;.&lt;br /&gt;
* According to a table file in FS2, [[Silent Threat]] had another weapon known as the &amp;quot;GTM-84 Corkscrew Missle&amp;quot;, and was &amp;quot;deemed too wacky for final release.&amp;quot;&lt;br /&gt;
* Despite what the training missions say, support ships never run out of secondary weapons.&lt;br /&gt;
* The Alpha version of &#039;&#039;Descent: FreeSpace&#039;&#039; had a mission consisting of escorting a Fenris/Leviathan cruiser named the Juggernath. The mission was dropped before the demo shipped.&lt;br /&gt;
* The SC Cain and SC Lilith cruiser originally had a different hull design, with two fin-like appendages protruding from the lower hull. These can clearly be seen in alpha/beta screenshots.&lt;br /&gt;
* The Prometheus was originally introduced at much earlier time (sometime around [[The Big Bang]]).&lt;br /&gt;
* The mission First Strike originally had an asteroid field.&lt;br /&gt;
* The special-issue DVD release of Descent: FreeSpace used planet bitmaps as backgrounds like in FS2, as well as afterburner trails.&lt;br /&gt;
* If you export the Artemis/Ares/Nephtys/Ptah/Sekhmet POF to COB, you can see that the main object is called &amp;quot;herca&amp;quot;, suggesting that they were either based on or were early concepts for the Hercules Mk II.&lt;br /&gt;
* The Bakha bomber was originally a fighter.&lt;br /&gt;
* Shivan ships were originally green in color.&lt;br /&gt;
* The [[SD Demon]] increased in hull strength 60% between FS1 and FS2, from 100,000 to 160,000 hitpoints. This may be meant to compensate for its weaker broadside relative to the Orion (otherwise the Shivans would have no decent destroyer except Sathanas).&lt;br /&gt;
* The Volition website [http://www.freespace2.com/bfod.cfm] states that FS1 had a 50 point penalty for rearming (62.5 points on Insane). This feature was removed in FS2.&lt;br /&gt;
* In the mission [[Into the Maelstrom]], there are 2 Elysium transports named Hauler 1 and Hauler 2. They have no purpose in the mission.&lt;br /&gt;
* [[Clash of the Titans]] had a Fenris class cruiser designated the Gladiator. It&#039;s arrival cue was set to [[false]], however.&lt;br /&gt;
* In [[Their Finest Hour]], the Colossus has a complicated waypoint path, implying that it was originally meant to have a complicated and dramatic battle with the Sathanas. In the final version, the waypoints are not used and the Colossus is disabled. Command orders the Colossus to warp out even though its engines aren&#039;t working.&lt;br /&gt;
* The FS1 voice VP contains some &amp;quot;alternate&amp;quot; voice acting for several missions. For example, the freighter and transport dialogue during [[First Strike]] was apparently first voiced by a woman.&lt;br /&gt;
* The command briefing for [[Enter the Dragon]] refers to &amp;quot;your investigation of [[SD Lucifer|Lucifer]] at [[Antares]]&amp;quot;. [[Alpha 1]] had not even encountered the Lucifer at that point in the campaign.&lt;br /&gt;
* FRED1 (the mission editor for FS1) originally had a feature known as TBL info. It is now present in FRED2_OPEN.&lt;br /&gt;
* The [[SD Lucifer|Lucifer]] tech description in FS1 states that it has 3 &amp;quot;flux&amp;quot; cannons. However, it only has 2. The third beam (perhaps the one used for bombarding planets) was probably meant to be mounted on the bow of the ship.  (Development notes specify that a beam is to be located on each set of three red circles.)&lt;br /&gt;
*The high-res Lucifer model that Volition used for cutscenes has two &amp;quot;antennae&amp;quot; that are not present in the in-game model. They were probably removed for aesthetic reasons, but the non-canon HTL Lucifer re-incorporated them. Also, the high-res Lucifer has several green lights along with its red lighting which are clearly visible in the endgame cutscene. Note that Shivan ships were originally intended to be green.&lt;br /&gt;
* Originally the first mission in Descent: FreeSpace had the player cast as part of the Orff&#039;s crew, not the Galatea&#039;s. This can be verified through breifing screenshots taken from the alpha/beta releases.&lt;br /&gt;
* The [[FreeSpace Reference Bible]] seems to imply that groups ships jumping in from subspace were originally intended to all come through the same &amp;quot;hole&amp;quot;, rather than each ship having an individual hole. (&#039;&#039;The pilot is soon within sight of the Terran installation.  As the pilot struggles to relay his story and keep his bomber from disintegrating, many subspace holes open up in front of him, out of which streams of Shivan fighters pour.&#039;&#039;)&lt;br /&gt;
* There is a sound file in the FS1 VPs called &amp;quot;Approach.wav&amp;quot; that sounds like a fighter coming in to land on its carrier. This implies that Volition initially intended there to be a landing cutscene at the end of each mission, like Wing Commander.&lt;br /&gt;
* The FS2 voice VP, stu_fs2.vp, contains voiceacting for an unreleased mission, M09. More information can be found on the [http://www.hard-light.net/forums/index.php/topic,42231.0.html Hard Light thread] on the subject.&lt;br /&gt;
&lt;br /&gt;
==Renamings==&lt;br /&gt;
&lt;br /&gt;
Most of these renamings were noticed in pre-release screenshots, model file names, or in FRED by looking at internal names used in the missions themselves.&lt;br /&gt;
&lt;br /&gt;
* Hostile Vasudan wings were originally called &amp;quot;Steel&amp;quot;, &amp;quot;Brass&amp;quot;, &amp;quot;Iron&amp;quot;, etc.&lt;br /&gt;
* Shivan wings were originally called &amp;quot;Cobra&amp;quot;, &amp;quot;Viper&amp;quot;, &amp;quot;Hornet&amp;quot;, etc.&lt;br /&gt;
* The Cyclops bomb was originally named Belial.&lt;br /&gt;
* The Harpoon missile was originally named Crossbow. The name for the missile can clearly be seen in the FreeSpace 2 trailer.&lt;br /&gt;
* The Subach HL-7 laser was originally named Subach HL-33.&lt;br /&gt;
* The Subach HL-7 laser and Mekhu HL-7 laser were originally named Sidearm. The name SD-4 Sidearm can clearly be seen in the FreeSpace 2 trailer. Moreover, in the retail version of FreeSpace 2 the icon and animation files for the weapons are still called iconSD4 and SD4, respectively.&lt;br /&gt;
* The Akheton SDG laser was originally named DR-2 Scalpel. At some point during the development phase it was also known as Akheton DR-2.&lt;br /&gt;
* The Avenger laser was originally named Phalanx. &lt;br /&gt;
* The ML-16 laser was originally named Light Laser.&lt;br /&gt;
* The Harbinger was originally called the Mag-Pulse.&lt;br /&gt;
* The Interceptor was originally called the Shrike.&lt;br /&gt;
* The Prometheus was originally called the Flux.&lt;br /&gt;
* The Phoenix V was originally called the Angelfire.&lt;br /&gt;
* The Synaptic was originally called the Cluster.&lt;br /&gt;
* The MX-50 was originally called the Rockeye. The name is still present in the FreeSpace 1 demo.&lt;br /&gt;
* The Rockeye was originally called the Wasp.&lt;br /&gt;
* The GTW-83 Lamprey was originally called the Shrieker, and was later changed to GTW-83 Light Laser, before finally settling on the present name.&lt;br /&gt;
* The Hornet was originally called the Swarm.&lt;br /&gt;
* The GTW-66 Maxim Cannon was originally called the GTW-66 Newton Cannon.&lt;br /&gt;
* The Morning Star was originally called the Mace. Later in development the name was changed to Flail II. Ultimately, though, it was renamed Morning Star.&lt;br /&gt;
* The Hornet was originally called the Bombardier.&lt;br /&gt;
* NTF wings were originally called &amp;quot;Corsair&amp;quot;, etc.&lt;br /&gt;
* Admiral Khafre&#039;s name was originally Admiral Hepsut ([[Surrender, Belisarius]])&lt;br /&gt;
* The GTD &#039;&#039;Aquitaine&#039;&#039; was originally named the GTD &#039;&#039;Intrepid&#039;&#039;.&lt;br /&gt;
* The GTD &#039;&#039;Galatea&#039;&#039;, was originally named the ITA &#039;&#039;Repulse&#039;&#039; ([[FreeSpace Reference Bible]]).&lt;br /&gt;
* The SJ &#039;&#039;Sathanas&#039;&#039; was originally named &#039;&#039;Apocalypse&#039;&#039;. If you look at your event log after completing [[A Monster in the Mist]], you can still see a goal named &amp;quot;Scan Apocalypse Subsystems&amp;quot;.&lt;br /&gt;
* The GTFr &#039;&#039;Chronos&#039;&#039; was originally named &#039;&#039;Boar&#039;&#039;.&lt;br /&gt;
* The GVF &#039;&#039;Tauret&#039;&#039; was originally named &#039;&#039;Crab&#039;&#039;.&lt;br /&gt;
* The SF &#039;&#039;Dragon&#039;&#039; was originally named &#039;&#039;Mosquito&#039;&#039;.&lt;br /&gt;
* The Avenger Prototype was originally named Mass Driver Prototype.&lt;br /&gt;
* Shivan wings were also originally named &amp;quot;Scab Alpha&amp;quot;, &amp;quot;Scab Beta&amp;quot;, etc.&lt;br /&gt;
* For a long time the Apollo fighter was called &#039;&#039;SF-XX Generic Fighter&#039;&#039;.&lt;br /&gt;
* In the [[FreeSpace_Alpha|Alpha]] version, the Fury Missile still used the graphics of the left-out G-13 Medium Laser. The laser weapon disappeared completely before the original FreeSpace 1 demo, and was unique to the Alpha version. (It also looks a lot like the Tsunami colored grey.)&lt;br /&gt;
==Cutscene quirks==&lt;br /&gt;
&lt;br /&gt;
Allegedly, Volition contracted another company to make the FreeSpace cutscenes. They have several canon inconsistencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 1 Intro&#039;&#039;&#039;&lt;br /&gt;
* The &amp;quot;Apollo&amp;quot; pictured in the FS1 introduction cutscene is actually a modified version of the in-game Apollo. According to the FS1 reference bible, the Apollo in the intro cutscene is a &amp;quot;Terran bomber&amp;quot;. Its gun mounts are slightly different and off-center, among other changes. Perhaps [[Volition]] placed the Apollo&#039;s gun mounts closer to the centerline for the sake of playability. The Manticore, too, has different fire points (mounted on the twin &amp;quot;booms&amp;quot; instead of centered like they are in the game). &lt;br /&gt;
* If you look carefully, you can see a (apparently dead) copilot in the front seat of the intro&#039;s Apollo-bomber. He is visible for less than a second. The [[FreeSpace Reference Bible]] refers to this copilot as the &amp;quot;gunner&amp;quot;.&lt;br /&gt;
* [[GTF Hercules|Hercules]] and [[GTB Medusa|Medusa]] icons are shown on Riviera Station&#039;s radar display (although no Hercs or Medusas are visible in the cutscene).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallfight&#039;&#039;&#039;&lt;br /&gt;
* The captured Shivan vessel is called &amp;quot;Freighter&amp;quot;, but it&#039;s actually an Azrael transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 2 Intro&#039;&#039;&#039;&lt;br /&gt;
* Many community members claim that the destroyer holed in the intro is the [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]. However, FreeSpace 1 command briefs claim that the &#039;&#039;Bastion&#039;&#039; and &#039;&#039;Galatea&#039;&#039; are guarding Deneb, and makes no reference to any other Terran destroyers guarding the system. [[Volition]] stated that this ship was not the &#039;&#039;Galatea&#039;&#039;, and the Bastion does not bite the bullet until nearly the end of FS2.&lt;br /&gt;
* A Shivan [[Demon|&#039;&#039;Demon&#039;&#039;]]-class destroyer appears after the destruction of the &#039;&#039;Legion&#039;&#039;, even though the only Shivan destroyer (other than the &#039;&#039;Lucifer&#039;&#039;) in the system, the [[SD Eva|&#039;&#039;Eva&#039;&#039;]], was already destroyed in [[Evangelist]].&lt;br /&gt;
* The [[Ursa]] is shown even though it was not finished with R&amp;amp;D until after [[Running the Gauntlet]].&lt;br /&gt;
* None of the [[Fenris]] cruisers had their missile launchers shown.&lt;br /&gt;
* A Hercules is shown crashing into the planet after getting shot down. It sits on the planet surface, relatively undamaged. In reality, an object in uncontrolled descent from orbit with the mass of a FreeSpace 2 fighter (which is hardly budged by &amp;quot;mutli-kiloton&amp;quot; missiles) would leave a deep crater in the ground. The pilot would experience extreme g-force upon impact and would not be alive to climb out of the cockpit as he apparently does in the cutscene.&lt;br /&gt;
* The Hades is shown as a wreck on the surface of the Deneb planet. Silent Threat command briefings indicate that the Hades was destroyed in [[Beta Aquilae]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus cutscene&#039;&#039;&#039;&lt;br /&gt;
* The Ganymede in the cutscene is several times bigger than normal.&lt;br /&gt;
* The &#039;&#039;Lucifer&#039;&#039; is smaller than normal.&lt;br /&gt;
* The Chronos freighters have two turrets (as opposed to the usual one), and the turrets look different.&lt;br /&gt;
* The Chronos freighters were either much smaller or the TTC 1 cargo much bigger.&lt;br /&gt;
* Mirfak is named Mirfax.&lt;br /&gt;
* The Galatea appears in the Colossus fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Real Life&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This category includes mainly business decisions, but also interesting connections between FreeSpace and RL.&lt;br /&gt;
&lt;br /&gt;
* FreeSpace 1 was officially distributed as &amp;quot;Conflict: FreeSpace - The Great War&amp;quot; in Europe and &amp;quot;Descent: FreeSpace - The Great War&amp;quot; in the United States.&lt;br /&gt;
* The [[GTM Infyrno]] is a deliberate misspelling of Inferno, for copyright reasons.&lt;br /&gt;
* It&#039;s FreeSpace, not Freespace (notice the capitalization of the S).&lt;br /&gt;
* FreeSpace 1 is called Descent: FreeSpace in the US due to copyright issues with the disk compression utility FreeSpace.&lt;br /&gt;
* &#039;&#039;FreeSpace 2&#039;&#039; was originally named &#039;&#039;FreeSpace 2: Colossus&#039;&#039; (for the demo). Even before that, it was named &#039;&#039;FreeSpace 2: Exodus&#039;&#039;.&lt;br /&gt;
* In Greek, the plural of Knossos is Knossoi, and the plural of Sathanas is Sathanai (ancient Greek) or Sathanes (modern Greek). These are loose translations; Sathanas is simply the Greek representation of the Hebrew word for Satan. Volition always circumvented the plural by using phrases such as &amp;quot;Sathanas juggernauts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Canon inconsistencies: Retail FS2 box==&lt;br /&gt;
&lt;br /&gt;
Several [[canon]] inconsistencies are present on the retail FS2 box (although these inconsistencies are not generally accepted as canon themselves):&lt;br /&gt;
&lt;br /&gt;
* The Deimos is listed as an AWACS ship (on the backside of the box there is written &amp;quot;GTA Deimos&amp;quot;). However, the following text specifies that the ship class is &amp;quot;corvette&amp;quot;.&lt;br /&gt;
* The Deimos has side-mounted multipart turrets that are not present in the game, or even possible under the game engine.&lt;br /&gt;
* The Deimos&#039;s turrets are not firing Terran Turrets. Instead they are firing Kayser like lasers.&lt;br /&gt;
* Only the Perseus in front of the Deimos has engine thrusters.&lt;br /&gt;
* On the European version of the box, the &#039;&#039;Lucifer&#039;&#039; is visible just at the right of the first Deimos&#039;s top turret.&lt;br /&gt;
* On the European version of the box, the Deimos is a destroyer (the nameplate on the corvette says &amp;quot;..D Deimos&amp;quot;). &lt;br /&gt;
* The Italian version of the box says that beam weapons can be used also by fighters, according to the blurb on the back (&amp;quot;Imparate a usare le armi a raggi...&amp;quot;, &amp;quot;Learn to use beam weapons...&amp;quot;).&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:VPMage&amp;diff=15453</id>
		<title>Talk:VPMage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:VPMage&amp;diff=15453"/>
		<updated>2008-02-29T23:43:58Z</updated>

		<summary type="html">&lt;p&gt;Selectah: Being a Smart Alec™.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WTF?==&lt;br /&gt;
Heh.. I saw Mustang removed the (TM) after &amp;quot;Windows&amp;quot;. It &#039;&#039;is&#039;&#039; a trademark, y&#039;know. ;) [[User:Selectah|Selectah]] 01:39, 28 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yes... but this site &#039;&#039;isn&#039;t&#039;&#039; run by lawyers, y&#039;know. At least I hope not. [[User:Mustang19|Mustang19]] 12:55, 28 February 2008 (CST)&lt;br /&gt;
That is hardly relevant. Even if the site would be run by monkeys on space crack, Windows™ is &#039;&#039;still&#039;&#039; a trademark. ;) [[User:Selectah|Selectah]] 17:43, 29 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:VPMage&amp;diff=15437</id>
		<title>Talk:VPMage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:VPMage&amp;diff=15437"/>
		<updated>2008-02-28T07:39:59Z</updated>

		<summary type="html">&lt;p&gt;Selectah: New page: ==WTF?== Heh.. I saw Mustang removed the (TM) after &amp;quot;Windows&amp;quot;. It &amp;#039;&amp;#039;is&amp;#039;&amp;#039; a trademark, y&amp;#039;know. ;) ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WTF?==&lt;br /&gt;
Heh.. I saw Mustang removed the (TM) after &amp;quot;Windows&amp;quot;. It &#039;&#039;is&#039;&#039; a trademark, y&#039;know. ;) [[User:Selectah|Selectah]] 01:39, 28 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=VPMage&amp;diff=15435</id>
		<title>VPMage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=VPMage&amp;diff=15435"/>
		<updated>2008-02-27T13:46:34Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VPMage is a fairly powerful [[*.VP]] Editing tool. It is meant to be a utilitarian tool for mod or source code developers to create and edit VPs. It doesn&#039;t have the scripting features of Kazan&#039;s command-line [[VPmake]], or the preview features of [[VPView]], but it can be used to extract and edit files in a VP, as well as merge multiple VPs, files, and directories to create one VP.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VPMage works by adding a list of all the files and directories into memory, and then copying the data they contain to a VP once it&#039;s built. If any files are extracted/edited, they are saved in a temporary folder of the hard disk, in the same directory as VPMage. This folder is deleted after VPMage is closed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Using VPMage]]&lt;br /&gt;
&lt;br /&gt;
*[http://fs2source.warpcore.org/temp/vpmage.zip Download link]&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.66 Freespacemods.net Mirror]&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
Please be adviced that the tools will remain resident in memory, even after you terminate the UI (user interface). To avoid having multiple instances of VPMage running simultaneously, bring up the Task Manager (by pressing Ctrl+Alt+Del), locate the vpmage.exe process and terminate it. This is the only way to ensure that the tool is unloaded from memory. Having many instances of the process resident in memory might cause system instability and ultimately compromise system integrity.&lt;br /&gt;
&lt;br /&gt;
At times if you do not provide an extension for the created file, the file will not &#039;&#039;have&#039;&#039; an extension. Be sure to provide the necessary *.VP extension to the created file. Further, the created archive will usually have the Read-Only attribute set. To reset the attribute, bring up the file properties in Windows™ explorer and uncheck the Read-Only box and click OK.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ground_combat&amp;diff=15413</id>
		<title>Ground combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ground_combat&amp;diff=15413"/>
		<updated>2008-02-25T08:19:57Z</updated>

		<summary type="html">&lt;p&gt;Selectah: stubbified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the cutscene known as &amp;quot;Hallfight&amp;quot; from its filename, there is almost no mention of ground-based combat in the FreeSpace universe. Hallfight forces a few commonsense conclusions on the nature of GTA weaponry, namely that it really can&#039;t be traditional guns based on its caliber and the sort of noise it makes. Beyond that, extremely little is known about weapons and tactics of FreeSpace-era ground combat, though it is frequently pointed out that most FreeSpace fighter missile weapons are equivalent to modern tactical nuclear weapons and so probably unsuited to atmospheric use.&lt;br /&gt;
&lt;br /&gt;
There are only two canon references to ground warfare in the FreeSpace universe. If the player successfully completes the first mission in &#039;&#039;FreeSpace 2&#039;&#039;, s/he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is a &#039;&#039;Descent:FreeSpace&#039;&#039; multiplayer mission where the player attacks an HoL marine convoy.&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ground_combat&amp;diff=15399</id>
		<title>Ground combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ground_combat&amp;diff=15399"/>
		<updated>2008-02-22T08:41:14Z</updated>

		<summary type="html">&lt;p&gt;Selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the cutscene known as &amp;quot;Hallfight&amp;quot; from its filename, there is almost no mention of ground-based combat in the FreeSpace universe. Hallfight forces a few commonsense conclusions on the nature of GTA weaponry, namely that it really can&#039;t be traditional guns based on its caliber and the sort of noise it makes. Beyond that, extremely little is known about weapons and tactics of FreeSpace-era ground combat, though it is frequently pointed out that most FreeSpace fighter missile weapons are equivalent to modern tactical nuclear weapons and so probably unsuited to atmospheric use.&lt;br /&gt;
&lt;br /&gt;
There are only two canon references to ground warfare in the FreeSpace universe. If the player successfully completes the first mission in &#039;&#039;FreeSpace 2&#039;&#039;, s/he is told that 600,000 ground troops are sent to invade Cygnus Prime. Also, there is a &#039;&#039;Descent:FreeSpace&#039;&#039; multiplayer mission where the player attacks an HoL marine convoy.&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Aabbcc&amp;diff=15384</id>
		<title>User:Aabbcc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Aabbcc&amp;diff=15384"/>
		<updated>2008-02-21T10:41:05Z</updated>

		<summary type="html">&lt;p&gt;Selectah: New page: I am an idiot. Thank you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am an idiot. Thank you.&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=15383</id>
		<title>FreeSpace Open Installer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=15383"/>
		<updated>2008-02-21T10:40:39Z</updated>

		<summary type="html">&lt;p&gt;Selectah: removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.&lt;br /&gt;
&lt;br /&gt;
The programs web page is [http://www.fsoinstaller.com/ here]&lt;br /&gt;
&lt;br /&gt;
The most recent Installer includes:&lt;br /&gt;
&lt;br /&gt;
* Retail Freespace 2&lt;br /&gt;
* FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* Launcher 5.5a&lt;br /&gt;
* launcher6.ini&lt;br /&gt;
* Linux 32-bit and 64-bit Executables&lt;br /&gt;
* Mac Executables&lt;br /&gt;
* Soulstorm&#039;s OSX Launcher&lt;br /&gt;
* fs2open_pxo.cfg&lt;br /&gt;
* The OpenAL Installer (optional)&lt;br /&gt;
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)&lt;br /&gt;
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)&lt;br /&gt;
* .OGG Cutscenes&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1 &amp;amp; 2 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walkthrough installing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Someone help me clean this up --&amp;gt;&lt;br /&gt;
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)&lt;br /&gt;
&lt;br /&gt;
First step is Installing the FreeSpace Open Installer.&lt;br /&gt;
&lt;br /&gt;
REQUIREMENTS AND NOTES&lt;br /&gt;
You can update your installation by simply running the Installer again. It will download files that are out of date.&lt;br /&gt;
&lt;br /&gt;
The Installer requires an internet connection to install. This is because:&lt;br /&gt;
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version if your version is out of date.&lt;br /&gt;
* It checks that all the files are up-to-date.&lt;br /&gt;
* This Install process downloads about 3.5 GB of data, if you download everything.  Just so you can prepare; for example, you could set it to download overnight.&lt;br /&gt;
&lt;br /&gt;
Download Links:&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn&#039;t need Java, get this one if you are unsure and are using Windows)]: Works with Windows without having to use Java.  20 MB in size.  Download it, open it, then skip to the &amp;quot;Using the Installer&amp;quot; section.&lt;br /&gt;
--this one is &amp;quot;easy&amp;quot; for Windows users.  Not that the .JAR version is hard... but if you&#039;ve never used the Control Panel before, and don&#039;t intend to, then use this option.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac.  20 KB in size.  Requires Java version 1.5 or higher.  See &amp;quot;For Java&amp;quot; section, below.&lt;br /&gt;
--this one is cross-platform.  It&#039;s also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don&#039;t worry; I have instructions...&lt;br /&gt;
&lt;br /&gt;
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Retail Install:&lt;br /&gt;
&lt;br /&gt;
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.&lt;br /&gt;
&lt;br /&gt;
1. Install FreeSpace 2 from your disks, if you haven&#039;t already. Install it to C:\Games\FreeSpace2.  Then install [http://www.pxo.net/files/fs21x-12.exe the 1.2 patch].  If you don&#039;t have the FS2 Retail Disks, skip down to step 6, below.&lt;br /&gt;
&lt;br /&gt;
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.&lt;br /&gt;
&lt;br /&gt;
3. Copy all the files with the extension of &amp;quot;.MVE&amp;quot; from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
&lt;br /&gt;
4. Do the same thing for disk 3.&lt;br /&gt;
&lt;br /&gt;
5. If you ONLY have the FS2 disks, then put [http://www.fsoinstaller.com/files/installer/installedversions.txt this file] (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, skip to the next step.&lt;br /&gt;
&lt;br /&gt;
6. If you don&#039;t have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10.  If you do, insert disk 1 in your CD drive.  Copy all of the files with the extension of &amp;quot;.MVE&amp;quot; from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
&lt;br /&gt;
7. Do the same thing for disk 2.&lt;br /&gt;
&lt;br /&gt;
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put [http://www.geocities.com/joshuap_richards/Installer_FS1/installedversions.txt this file] (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, then skip to the next step.&lt;br /&gt;
&lt;br /&gt;
9. If you have BOTH the FS1 and the FS2 disks, then put [http://www.geocities.com/joshuap_richards/Installer_both/installedversions.txt this file] (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)&lt;br /&gt;
&lt;br /&gt;
10. Run the Installer, under the &amp;quot;Installing the FreeSpace Open Installer&amp;quot; section, above.&lt;br /&gt;
&lt;br /&gt;
Using the Installer:&lt;br /&gt;
&lt;br /&gt;
1.First window, click next.&lt;br /&gt;
&lt;br /&gt;
2. Press &amp;quot;Next&amp;quot; again, or click the big button to change the location for the FreeSpace 2 install.  (Don&#039;t, unless you have a reason to, eg, you really want another location or you&#039;ve already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)&lt;br /&gt;
&lt;br /&gt;
3. Make sure &amp;quot;Update Installed Sections Only&amp;quot; and &amp;quot;Say Yes to All&amp;quot; are not checked.  Then hit &amp;quot;Next&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4-6. If you are a Windows user, select everything, except for &amp;quot;Macintosh (Universal Binary) Executables&amp;quot;, &amp;quot;Launcher for OS X&amp;quot;, and the two &amp;quot;Linux Executables&amp;quot; sections. If you are a Mac user, select everything, except for &amp;quot;Windows Executables&amp;quot; and the two &amp;quot;Linux Executables&amp;quot; sections.&lt;br /&gt;
&lt;br /&gt;
7. Wait for the Installer to finish (this may take a long time!).  You will know it is done when the &amp;quot;Next&amp;quot; button becomes black, instead of gray.&lt;br /&gt;
When it becomes black, click it. This means the installation is finshed.&lt;br /&gt;
&lt;br /&gt;
8. READ the NOTES!!!  They might contain important information.    After you do, hit &amp;quot;Exit&amp;quot;  (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)&lt;br /&gt;
&lt;br /&gt;
9. Hit the Close button on the Command Prompt Window.&lt;br /&gt;
&lt;br /&gt;
OpenAL notes:&lt;br /&gt;
10-11. If you don&#039;t have it, get OpenAL: (all users, Windows / Mac / Linux) Go to www.openal.org, and click on the &amp;quot;Downloads&amp;quot; link on the left.&lt;br /&gt;
&lt;br /&gt;
12. Get the correct version for your OS:&lt;br /&gt;
Windows users get &amp;quot;1.1 Installer for Windows&amp;quot; - &lt;br /&gt;
Note: If you&#039;re using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory, then delete them and then install the newest version of OpenAL. These files are older versions, and will cause problems with the new install.&lt;br /&gt;
Mac users get Installer for OS X.&lt;br /&gt;
Linux users get the Binary RPM, or compile from the source code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Old information  Parsing through this before deletion&lt;br /&gt;
&lt;br /&gt;
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.&lt;br /&gt;
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.&lt;br /&gt;
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Open Executables==&lt;br /&gt;
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.&lt;br /&gt;
&lt;br /&gt;
==OpenAL==&lt;br /&gt;
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].&lt;br /&gt;
&lt;br /&gt;
==MediaVPs==&lt;br /&gt;
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).&lt;br /&gt;
&lt;br /&gt;
==Mod Installation System==&lt;br /&gt;
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod&#039;s web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.&lt;br /&gt;
&lt;br /&gt;
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]&lt;br /&gt;
&lt;br /&gt;
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
=Version History=&lt;br /&gt;
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=15382</id>
		<title>GTVA Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=15382"/>
		<updated>2008-02-21T10:40:16Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Veteran Comments */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
*Freespace 2&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:colossus320x240.jpg]]|caption=The GTVA Colossus}}&lt;br /&gt;
&lt;br /&gt;
The largest space-faring warship ever constructed by [[Terrans]] or [[Vasudans]], the &#039;&#039;&#039;GTVA &#039;&#039;Colossus&#039;&#039;&#039;&#039;&#039; was the result of twenty years of joint effort from dozens of contractors from across the [[Galactic Terran-Vasudan Alliance]].  Logging in with a length of six-kilometers, this behemoth was equipped with over eighty weapon turrets, in addition to over 240 combat spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the offensive power that exceeded most [[GTVA]] battlegroups, the &#039;&#039;Colossus&#039;&#039; was designed to combat the [[Shivans]] upon their return to Allied territory.  The prospective target was one or more [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]-class super-destroyers, and it was deemed that the &#039;&#039;Colossus&#039;&#039; would not only have the firepower not only to destroy such a foe, but also to survive multiple hits from a &#039;&#039;Lucifer&#039;&#039;&#039;s primary weapon system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first combat use of the &#039;&#039;Colossus&#039;&#039; was against the [[Neo-Terran Front]].  NTF forces proved to be no match for the &#039;&#039;Colossus&#039;&#039; and her battlegroup, and the rebels made every effort to avoid direct combat with the [[juggernaut]].  It can be truthfully said that it was the &#039;&#039;Colossus&#039;&#039; that was the ultimate factor in the NTF&#039;s collapse.  With his fleet shattered, and the remnants being actively pursued and destroyed by the &#039;&#039;Colossus&#039;&#039;, [[Famous Persons|Admiral Aken Bosch]] gave the order to flee GTVA space to the relative safety of the nebula beyond [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
With the NTF defeated, the &#039;&#039;Colossus&#039;&#039; was finally to fulfil the role her designers had envisioned for her: the defeat of a Shivan incursion.  However, as it turned out, the challenge was not to be [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]-class superdestroyers, but rather a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]-class juggernaut.  Twenty years of constant struggle finally culminated with the &#039;&#039;Colossus&#039;&#039;&#039;s destruction of the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]], all at the cost of moderate damage to the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All would have been well was it not for the [[Shivans]] possessing multiple juggernauts.  In the closing stages of the Battle of [[Capella]], the &#039;&#039;Colossus&#039;&#039; was deployed to interdict Shivan traffic at the [[Gamma Draconis]] jump node in [[Capella]] to divert enemy forces and attention away from the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]], which was en route to collapse the jump corridor to [[Epsilon Pegasi]].  The ploy succeeded, as the [[Shivans]] first deployed a [[SD Ravana]], then a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] to engage the &#039;&#039;Colossus&#039;&#039;.  In her weakened state, it was obvious that the &#039;&#039;Colossus&#039;&#039; would not survive an engagement with another &#039;&#039;Sathanas&#039;&#039;-class juggernaut, and Allied Command ordered the &#039;&#039;Colossus&#039;&#039; to withdraw.&lt;br /&gt;
&lt;br /&gt;
However, with the success of the &#039;&#039;Bastion&#039;&#039;&#039;s critical mission in doubt, the &#039;&#039;Colossus&#039;&#039; disobeyed the direct order from Allied Command, and refused to disengage. Subsequently, the &#039;&#039;Colossus&#039;&#039; was destroyed with the loss of all hands.  The thirty-thousand officers and crew of the &#039;&#039;Colossus&#039;&#039; willingly sacrificed themselves to ensure the continued survival of the billions of individuals making up the Terran and Vasudan species, and ultimately, the&lt;br /&gt;
[[Galactic Terran-Vasudan Alliance]].&lt;br /&gt;
&lt;br /&gt;
==Victims of the &#039;&#039;Colossus&#039;&#039;==&lt;br /&gt;
*NTCv &#039;&#039;Hawkwood&#039;&#039; (Destroyed at Enif Station)&lt;br /&gt;
*NTD &#039;&#039;Repulse&#039;&#039; (Admiral Koth&#039;s flagship. Kamikaze attacked the Colossus)&lt;br /&gt;
*NTD &#039;&#039;Andronicus&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Camisard&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Vanguard&#039;&#039; (&#039;&#039;Reported destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Congreve&#039;&#039; (&#039;&#039;Implied destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Danton&#039;&#039; (&#039;&#039;Endgame&#039;&#039;)&lt;br /&gt;
*SJ &#039;&#039;Sathanas&#039;&#039; (First, High Noon mission)&lt;br /&gt;
*SD &#039;&#039;Beast&#039;&#039; (Destroyed shortly before the second Shivan juggernaut destroyed the Colossus)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Fighters, stand clear of hostile warships. All batteries, fire at will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Admiral Koth, you are ordered to power down your engines immediately and surrender.  The Polaris jump node is blockaded, there is no escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are sacrificing thousands of lives for nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only Koth had surrendered rather than playing Martyr, his crew would still be alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Shivan juggernaut has jumped within range. What&#039;s the status of the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll hold them back here. Just get the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]] through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Colossus, the cutscene==&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The following is classified level Rho. Unauthorized access is punishable under the GTVA security act, Deneb convention, section 21.3.5. We vanquished the Shivans in the Great War but the hard questions remained. How would we confront the threat of future invasion? The Shivans might return at any time, any place, without warning. How would we fight the next threat to the very existence of our species? In 2345, on the tenth anniversary of the Shivan attack on Ross 128, the Vasudan emperor Khonsu II addressed the newly-formed GTVA General Assembly. The emperor inaugurated an ambitious and unprecedented joint endeavor: The GTVA &#039;&#039;Colossus&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khonsu II:&#039;&#039;&#039; &#039;&#039;Together we built a civilization on the ruins of the [[Great War]], and now we stand on the threshold of a new era of prosperity and harmony. With Project Colossus, the Vasudan people celebrate our shared covenant of peaceful co-existence and mutual defense of our Terran allies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The &#039;&#039;Colossus&#039;&#039; is the most powerful space faring warship ever constructed. Spanning six kilometers from bow to stern, the &#039;&#039;Colossus&#039;&#039; has taken over twenty years to complete. Twelve &#039;&#039;Lucifer&#039;&#039;-class destroyers can fit within its massive hull. Its state-of-the-art weaponry includes forty-five laser turrets, fifteen flak guns, twelve missile batteries, and twelve beam cannons. The &#039;&#039;Colossus&#039;&#039; wields more firepower than five &#039;&#039;Orion&#039;&#039;-class destroyers combined. Sixty fighter and bomber wings are housed in its vast hangar and its crew numbers over thirty thousand. Among its major contractors are industry giants Triton Dynamics, Subach-Innes, and the Akheton Corporation. The alliance now wages war on multiple fronts: in Deneb, Alpha Centuri, Epsilon Pegasi, and the [[Nebula System|mysterious nebula]] beyond Gamma Draconis. Once deployed the &#039;&#039;Colossus&#039;&#039; will end these conflicts swiftly and decisively. If ever the Shivans return to threaten our worlds we will be ready to face the challenge, securing peace for today and for generations to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTVA &#039;&#039;Colossus&#039;&#039; resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The &#039;&#039;Colossus&#039;&#039; is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the &#039;&#039;Colossus&#039;&#039; is greater than that of most GTVA battle groups.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Latin, &#039;&#039;colossus&#039;&#039; meant &amp;quot;large statue&amp;quot;. Nowadays in English, a &#039;&#039;colossus&#039;&#039; (lower case, as this is a common name) may refer to anything of giant sizes. &#039;&#039;Colossal&#039;&#039; is a related word.&lt;br /&gt;
&lt;br /&gt;
One of the Seven Wonders of the Ancient World was the Colossus of Rhodes, a giant bronze statue that was constructed over the entrance of the harbour to the city of Rhodes.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Juggernaught|[[Colossus Manufacturers]]|N/A|25.0|N/A|N/A|1 000 000|N/A|6166}}{|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot;|240 fightercraft (?) (60 wings)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlash|Terran Slashing Beam]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen|Big Green Beam]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
The GTVA Colossus was an excellent warship, equipped perfectly for the job it was designed for.  While engaging the NTF hordes, we always knew the battle was over when the Colossus entered the fray.  The Colossus&#039; demise was one of the bravest sacrifices ever made by a ship in the GTVA. It remained in front of a Sathanas juggernaut, even though it had no chance of surviving, so that the Bastion might reach the Epsilon Pegasi node.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colossus is really out of its league against the Sathanas, but it was never designed for killing juggernauts. The Colossus&#039; proper role is hunting and killing destroyers, a task at which it excels. It would take a very large number of smaller ships to threaten the Colossus; witness its single-handed destruction of the NTF.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTVA Colossus is not that great at killing ships of equal size to it as the above veterans have said. The placement of its main beam turrets are all over the ship, meaning that maximum firepower cannot be directed against heavier ships. However, this does also have its advantages. It means that no capital ship can be in a safe spot from it. It is also loaded with massive amounts of anti-fighter and bomber weaponry, making it a nightmare to attack. These anti-fighter weapons are also located around the main beams of the warship, making it more difficult to disable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTVA Colossus...just saying that makes you get shivers down your spine. When you are fighting out on the &amp;quot;field&amp;quot; and you see the 6-kilometre behemoth, you can&#039;t help but to stop and stare at it. The Colossus in my terms means blond and majestic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colossus is a superb ship in my opinion. Its weapon placement ensures no capship or fighter can attack it and stay safe. While not designed to confront ships like the Sathanas, if properly positioned it can take them on and emerge victorious. Its real strength lies in its anti-fighter weaponry and is a killer machine when confronting smaller warships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It seems odd that it is the largest endeavour in Terran-Vasudan history with so many contractors, and with construction beginning well before the NTF Rebellion, and apparently the NTF and/or the average GTVA pilots didn&#039;t recognize or know about it. I don&#039;t buy it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to FRED-made simulations, it takes approximately 25 Nephilims to kill this thing, multiply that by two or three if you involve fighters escorting both the bombers and the Colossus. The Colossus better hope that it can make use of its 200+ plus fighters, because if not, this thing can get owned by bomber attack; most destroyers carry at least 40 fighters and bombers. Only an idiot would attack the Colossus with another capital ship, however; in general, it takes at least 6 destroyers to defeat one Colly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colossus is to destroyers what a corvette is to a cruiser, bigger and armed well enough to make mince meat out of them, though well positioned destroyers can inflict notable damage to it they will die in the end. For example, if you do nothing to the NTF cruisers in [[Feint! Parry! Riposte!]], they will maneuver into the Collosus&#039; upper-rear blindspot and will beam the Colossus to death over the course of an hour while she is unable to return fire, as all of her beams are mounted on the front or sides.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that the weak spots of the Colossus are it&#039;s rear and top although its rear is defended by four [[TerSlash]]es and its top is defended by two. In a custom-made mission, I made the Colossus travel 10 clicks, while being attacked on all sides by destroyers of different variations. I placed a [[GTD Hecate|Hecate]] on the left side, and it was the first to be destroyed. The last warship that got destroyed was the Demon, which I placed in front of and somewhat above it. The only two surviving warships (which took down the Colossus) were the [[GTD Hades|Hades]] and [[GVD Hatshepsut|Hatshepsut]], both of which I had placed at the rear-left and rear-right of the juggernaut respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colly model is infamous for its low moment-of-inertia value, which causes it to swing around like a baseball bat during tight turns. Humans at the far end of the Colossus would experience over 20 G&#039;s during one of these swings. It&#039;s possible that the crew is kept close to the center-of-mass of the ship to ease this problem. Considering that the Colossus is stated to have a crew of 30,000 while an American supercarrier has less than 1/20th the volume of the juggernaut and has a crew of 5,000, it&#039;s possible that crew quarters are relatively small and are only found near the center of mass.}}&lt;br /&gt;
[[Category:Unique ships|Colossus]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Using_VPMage&amp;diff=15381</id>
		<title>Using VPMage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Using_VPMage&amp;diff=15381"/>
		<updated>2008-02-21T10:39:46Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Technical Note */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IMPORTANT: Do not EVER overwrite retail VPs with your changes. You risk breaking your FS2 installation. &lt;br /&gt;
&lt;br /&gt;
No changes are made until the Build VP button is clicked.&lt;br /&gt;
&lt;br /&gt;
==Loading VPs and Directories==&lt;br /&gt;
&lt;br /&gt;
At the top of VPMage is a text box labeled &#039;&#039;&#039;Source filename:&#039;&#039;&#039;. The name of any directory or valid VP file may be typed in here, and the contents (along with the directory structure) will be added to the current file list. The &#039;&#039;&#039;File...&#039;&#039;&#039; and &#039;&#039;&#039;Dir...&#039;&#039;&#039; buttons allow you to browse for a file or directory, respectively.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wildcards may also be used in the path to add multiple VPs (but not directories).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once you&#039;ve entered in the directory or VP whose files you want to load, hit the &#039;&#039;&#039;Add source&#039;&#039;&#039; button. If you&#039;ve chosen a directory, all the contents will be added under a top-level folder whose name is the same as the folder that&#039;s being added. If the directory itself is not named &#039;&#039;&#039;Data&#039;&#039;&#039;, a prompt will come up asking you if you want to rename the top level directory to &#039;&#039;&#039;Data&#039;&#039;&#039; automatically.&lt;br /&gt;
&lt;br /&gt;
==The VP sources list==&lt;br /&gt;
&lt;br /&gt;
At this point, if you&#039;ve added a VP, its name will appear in the &#039;&#039;&#039;VP sources&#039;&#039;&#039; list on the left side of VPMage&#039;s window. If you want to, you can always delete all the files from a given VP by selecting it and clicking &#039;&#039;&#039;Remove&#039;&#039;&#039;. However, if you have modified any files in a VP you are removing, they must be removed manually.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking &#039;&#039;&#039;Clear sources&#039;&#039;&#039; will clear the current file list. This includes any directories, files from VPs, and standalone files. It&#039;s like if you restarted the program without saving.&lt;br /&gt;
&lt;br /&gt;
==The Output windows==&lt;br /&gt;
&lt;br /&gt;
These give information on the file and what exactly VPMage is doing. The top box is for general status messages, the bottom box is for warnings. Note that the amount of info given depends on the version of VPMage used. &#039;&#039;&#039;Warnings&#039;&#039;&#039; are notifications of something that could be a problem, but VPMage is still able to continue normal operations. If a written VP is not compatible with Freespace 2, for example, a warning may come up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Clear Output&#039;&#039;&#039; button will clear both output boxes.&lt;br /&gt;
&lt;br /&gt;
==The Preview panel==&lt;br /&gt;
&lt;br /&gt;
The preview pane is pretty straightforward; it shows a list of the current VP structure. Underneath are five different buttons and a tally of the current file count.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=100px| &#039;&#039;&#039;Right-click&#039;&#039;&#039;&lt;br /&gt;
| will open the specified file for editing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extract&#039;&#039;&#039;&lt;br /&gt;
| will let you save the currently selected file or directory to the hard disk.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Edit&#039;&#039;&#039;&lt;br /&gt;
| will open the selected file in the default editor and let you make changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Update&#039;&#039;&#039;&lt;br /&gt;
| will let you select a new version of the file from the hard disk.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delete&#039;&#039;&#039;&lt;br /&gt;
| will delete the currently selected file or directory after prompting you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add File...&#039;&#039;&#039;&lt;br /&gt;
| lets you add individual files to the VP in-progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Add Folder...&#039;&#039;&#039; &lt;br /&gt;
| will add a new folder under the currently selected one&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Building the VP==&lt;br /&gt;
&lt;br /&gt;
Again, no changes are made until you build your VP. To do that, enter whatever filename you want into the bottomost box labeled &#039;&#039;&#039;Output:&#039;&#039;&#039;. You can also use the bottom &#039;&#039;&#039;File...&#039;&#039;&#039; button to browse for a destination file.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If just a filename is entered, the file will be saved in the current working directory. This will be the same directory as VPMage, unless you have set it to be otherwise.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, click &#039;&#039;&#039;Build VP&#039;&#039;&#039;: VPMage will freeze for some time and the hard drive will start working. This is normal. After awhile you should see a dialogue telling you that your VP has been built.&lt;br /&gt;
&lt;br /&gt;
==Command-line options==&lt;br /&gt;
&lt;br /&gt;
Currently, VPMage will automatically open a VP specified on the command line. This means you can associate VPMage with VP files.&lt;br /&gt;
&lt;br /&gt;
==The exit button==&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the Exit button exits the program.&lt;br /&gt;
&lt;br /&gt;
==Technical Note==&lt;br /&gt;
&lt;br /&gt;
Please remember that the application does not terminate properly on a [http://www.microsoft.com/windows Windows™] system. The tool will remain resident in memory even after closing it with either the Exit button or the standard &amp;quot;X&amp;quot; in the upper right corner of the application window. To terminate the application, you must bring up the Task Manager (most commonly by pressing Ctrl+Alt+Delete), choose &amp;quot;Processes&amp;quot;, highlight the offending application and click &amp;quot;End process&amp;quot;. The VPMage will remain resident in memory until you do the above. Re-starting the application without properly terminating it only produces a new copy in memory, thus you could end up with hundreds of VPMages running simultaneously, compromising system performance.&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Vasudans&amp;diff=15380</id>
		<title>Vasudans</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Vasudans&amp;diff=15380"/>
		<updated>2008-02-21T10:39:26Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Technology */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
*FreeSpace 1&lt;br /&gt;
*FreeSpace 2&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Vasudans&#039;&#039;&#039; are one of the major species within the Freespace Universe. &lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
[[Image:Vasudans.jpg]] &amp;lt;br&amp;gt;&lt;br /&gt;
Vasudans, much like [[Terrans]], are carbon based bipeds, standing upright with their two arms and hands used to manipulate tools. Usually standing at least several feet taller than Terrans, the skeletal looking Vasudan frame conceals a powerful musculature. Vasudans have brown, mottled skin, and a durable biological system that allows them to withstand the extremely harsh conditions of their home world.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vasudans originate on the [[Vasuda Prime|fourth planet]] of the [[Vasuda]] system, the only planet in that system that is capable of supporting life.  Known as Vasuda Prime, is a relatively hostile world.  Both of the twin continents of Vasuda Prime are almost entirely desert, and most of the above-ground water is, even by Vasudan standards, undrinkable.  In order to adapt to these surroundings, Vasudans developed quite rapidly.&lt;br /&gt;
&lt;br /&gt;
The Vasudans made first contact with the [[Terrans]] some time prior to 2321 (the starting date of the [[14-Year War]]. Little data is available on the early days of Terran-Vasudan contact, but it can be assumed to have been quite strained, as it took what seems, through Terran eyes, to be a relatively minor event (a Terran mishandling of a Vasudan ritual known as &amp;quot;The Conversation&amp;quot;) to trigger a war between the two species. This war dragged on for fourteen years, until the arrival of the [[Shivans]] in 2335.&lt;br /&gt;
&lt;br /&gt;
The [[Shivans]] were not selective in their xenocide, attacking both Terrans and Vasudans indiscriminately, and technologically superior to both. Faced with such a foe, the Terrans and Vasudans formed a military alliance against them. Through this alliance, both Terran and Vasudan technology advanced considerably, with the development of fighter based shields and  subspace drives, and subspace tracking, but it came with a terrible price. The Shivan flagship, the &#039;&#039;[[SD Lucifer]]&#039;&#039;, attacked the Vasudan homeworld from orbit, bombarding it for over seventeen hours, leaving the surface uninhabitable and killing billions. Shortly after this, the &#039;&#039;Lucifer&#039;&#039; was destroyed in the [[Delta Serpentis]]-[[Sol]] jump corridor, effectively ending the war against the Shivans.&lt;br /&gt;
&lt;br /&gt;
Despite the loss of their homeworld, the Vasudan society continued on in the post war era, and managed to recover relatively well. With [[Vasuda Prime]] uninhabitable, the capital was moved to [[Aldebaran]] and for several years Vasudan society continued in a vein similar to that of the pre-war years. In 2339, however, this came to an abrupt end when the parliament that had ruled the Vasudan race during the previous years was put aside by the Vasudan emperor, Khonsu II, and a new government was formed. Led by the emperor, a leader of unusual acumen and wisdom, this new government led a species-wide economic, social and industrial reconstruction that considerably surpassed the fractured efforts of the Terrans.&lt;br /&gt;
&lt;br /&gt;
Ten years after the [[Great War]], in 2345, the first official [[Galactic Terran-Vasudan Alliance]] was signed. This treaty recognized the autonomy of the two member races, but provided the framework of mutual defence and trade agreements that would become the founding principles of a far stonger alliance. Following the signing of this treaty, Khonsu instigated the [[GTVA Colossus|Colossus]] project, a massive joint project that would have theoretically defended both species from any future Shivan incursions.&lt;br /&gt;
&lt;br /&gt;
It took twelve years, but in 2358 the [[The Beta Aquilae Convention|Beta Aquilae Convention]] (BETAC) solidified the alliance that already existed, recognizing the Vasudan Imperium as one of the three supreme authorities in Terran-Vasudan Space (along with the General Assembly and the Security Council) as a part of the unified government of the [[Galactic Terran-Vasudan Alliance]]. Though the Vasudans and Terrans maintain separate fleets, these flees exist under a common command structure. Technology and information are openly and freely exchanged between the two species.&lt;br /&gt;
&lt;br /&gt;
In 2366 (approximately) Vasudan society was shaken by the emergence of the [[Neo Terran Front]], a Terran rebel group with a strong anti-Vasudan ideology. The NTF exploited the Terran bitterness and jealousy over the near miraculous recovery of the Vasudan society and economy after the [[Great War]], and brought to light simmering tensions between the two theoretically unified species.&lt;br /&gt;
&lt;br /&gt;
In 2367, eighteen months after this rebellion began, however, a greater threat presented itself, in the form of the return of a [[Second Shivan Incursion|stronger Shivan armada]]. This new Shivan fleet was far more dangerous than the [[Lucifer Fleet|Lucifer fleet]]|, and managed to destroy the entire [[Capella]] system. At the same time, however, the [[The NTF Rebellion|NTF rebellion]] was finally put down, largely by the &#039;&#039;[[GTVA Colossus]]&#039;&#039; and its fleet. It is not known what impact these events will have on Vasudan society into the future.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
At their core, the Vasudans are a civilization of philosophers, artists, and scholars rather than warriors. They immerse themselves in the teachings of those who came before them, perceiving history not as a linear chronology of events but as a space inhabited by both the living and the dead. To the Terran outsider, Vasudan society appears convoluted and ritualistic. The Vasudans themselves may seem arrogant, treacherous, and superstitious. On the other hand, Vasudans tend to view Terrans as aggressive, paranoid, and stupid. Thirty years of peaceful interaction between Terrans and Vasudans has helped to deconstruct these stereotypes.&lt;br /&gt;
&lt;br /&gt;
Vasudan society is complex and filled with peril for the outsider ignorant of their culture.  Vasudans have a range of social tests and protocols, such as The Conversation.  A Terran mishandling of The Conversation is presumed to be one of the major causes of [[Terran-Vasudan War|the 14-Year War]].  Prior to the ascension of [[Khonsu II]], The Vasudan government was parliamentary in nature, though it was technically presided over by the Imperial family, in a dynasty that had endured for over ten thousand years, and the Ambassadors, who are quasi-royal go-betweens for the Parliament and the Imperium. This parliament was notorious for its Byzantine treachery, corruption and arrogance.&lt;br /&gt;
&lt;br /&gt;
The crowning achievement of the Vasudan civilization is its language. For the average Terran, the formalities governing its usage are beyond comprehension. [[wikipedia:Syntax|Syntax]] and vocabulary are dictated by such factors as the speaker&#039;s age, rank, and caste, the time of day and the phase of the Vasudan calendar, and the relative spatial position of the speaker to the Emperor. This is further compounded by the existence of several alphabets, dozens of verb tenses, and thousands of dialects. A translation device is standard on all [[GTVA]] communications systems, enabling Terrans and Vasudans to mutually understand each other.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Vasudan space exploration has been driven primarily by the need to find planets capable of sustaining their species. During the Great War, Vasudan technology was approximately on par with that of the Terrans, though it remains unclear whether this was the result of independent development, or theft of advanced technology by one or both parties. As the military and social links between the two races became stronger following the war, technological development homogenized due to the free exchange of technology and information promoted by BETAC. Despite this, Vasudan technology remains superior in some areas, such as reactor development. They also have quirks which promote technological development along specific lines, such as the [[GTW Mekhu HL-7|Mekhu HL-7]], a Vasudan varient of a terran weapon, altered to increase the range and firing rate, though at the cost of sheer hitting power.&lt;br /&gt;
&lt;br /&gt;
Because the Vasudan homeworld was primarily desert, the Terrans used Egyptian names to designate Vasudan warships during the Terran-Vasudan War and the Great War. After the defeat of the Shivans, the Vasudans insisted on maintaining this convention. The Emperor strongly identified with the history of Ancient Egypt, particularly the longevity of its civilization. Following their Emperor&#039;s example, Vasudans will take on what they call a Terran name from the myths and history of [[Wikipedia:Ancient Egypt|ancient Egypt]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=POF_Constructor_Suite&amp;diff=15379</id>
		<title>POF Constructor Suite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=POF_Constructor_Suite&amp;diff=15379"/>
		<updated>2008-02-21T10:39:06Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Tips / Common Problems */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;POF Constructor Suite&#039;&#039;&#039;, or &#039;&#039;&#039;PCS&#039;&#039;&#039;, is a program created by Kazan, and is one of the two main pieces of software used in the creation and editing of POF files (the other being [[ModelView]]). This program is capable of converting truespace .COB files into POF files. POF fils are the model file format that Freespace can read and use in-game. Additionally, the POF format contains data solely for Freespace 2. This data includes the center of the object, dockpoints, eyepoints, engine glows, primary and secondary gunpoints, mass, fighter insignias, paths, shields, subsystems, textures, turrets, subobjects and FS_Open glowpoints.&lt;br /&gt;
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[[POF Constructor Suite 2]] is an up coming major update to this application, coded by Kazan and Bobboau.&lt;br /&gt;
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==Download Links==&lt;br /&gt;
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&#039;&#039;&#039;====&amp;gt; The latest build of PCS can be downloaded [http://www.ferrium.org/misc/PCS_1.3.6_b73_20060408.zip here]&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;====&amp;gt; Bobboau&#039;s Auto-Facet build (explained below) of PCS can be downloaded [http://www.hard-light.net/forums/index.php/topic,18798.0.html here]&#039;&#039;&#039;&lt;br /&gt;
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===The Auto-Facet build &amp;amp; smoothing explained===&lt;br /&gt;
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&#039;&#039;Note: The Auto-Facet build should ONLY be used for converting. For all actual POF editing, use the latest standard version.&#039;&#039;&lt;br /&gt;
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Bobboau&#039;s Auto-Facet build is a slightly older PCS build (1.3.41) that has a single difference from the standard PCS version. Where the standard PCS will either completely smooth geometry or leave it completely faceted depending on the material settings in Truespace, the Auto-Facet build will, as it&#039;s name suggests, apply an auto-facet instead.&lt;br /&gt;
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The image below illustrates the differences between the three types of smoothing: (left to right) Faceting, Auto-Facet and Smooth shading.&lt;br /&gt;
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[[Image:SmoothTypes.jpg]]&lt;br /&gt;
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The settings needed to achieve each type of smoothing in each build are as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Faceting====&lt;br /&gt;
&#039;&#039;Standard Build:&#039;&#039;&lt;br /&gt;
In Truespace, set the smoothing to either Faceted or Smooth. (Both settings achieve a faceted type of shading) Setting it to Auto-facet with an angle value of 0 will also achieve faceted smoothing.&lt;br /&gt;
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&#039;&#039;Auto-Facet Build:&#039;&#039;&lt;br /&gt;
Set the smoothing to Faceted. Again, setting it to Auto-facet with an angle value of 0 will also achieve faceted smoothing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Auto-Faceting====&lt;br /&gt;
&#039;&#039;Standard Build:&#039;&#039;&lt;br /&gt;
(Unable to achieve as far as I have been able to tell)&lt;br /&gt;
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&#039;&#039;Auto-Facet Build:&#039;&#039;&lt;br /&gt;
Set the smoothing to auto-faceted and enter in an appropriate angle value.(You may need to experiment to find the ideal angle. They range between 0 and 120)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Smoothing====&lt;br /&gt;
&#039;&#039;Standard Build:&#039;&#039;&lt;br /&gt;
In Truespace, set the smoothing to auto-faceted.&lt;br /&gt;
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&#039;&#039;Auto-Facet Build:&#039;&#039;&lt;br /&gt;
(Unable to achieve as far as I have been able to tell. Setting the auto facet value to 120 gives poor and buggy smoothing)&lt;br /&gt;
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==Using PCS==&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
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When you start PCS, you will notice another window has opened. This is a render window of whatever model is open - you can see where things are, what your ship looks like etc.&lt;br /&gt;
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If you do want to be able to see your model in PCS, keep in mind that the render window will be taxing on your system. It will usually consume 100% of your CPU&#039;s runtime, often choking other applications including PCS itself in some cases. (This will be fixed with Kazan&#039;s upcoming release of PCS2, which has a model viewing window integrated into it in the same way ModelView32 does.)&lt;br /&gt;
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Additionally, getting PCS to display textures is unpredictable at best. They will usually display as a solid white object. For just viewing and some pof editing, [[ModelView]]32 is generally a better choice. At least until PCS2 is out anyway.&lt;br /&gt;
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===Conversion Settings===&lt;br /&gt;
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Setting up the Options screen is quite important, because it tells PCS the default directories for things like models, maps, and cobs/scns. To get to it, go to Conversion &amp;gt; Options. A small options window will appear.&lt;br /&gt;
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*In the &#039;Default Model Directory&#039; section, select the COB/SCN type from the drop down list and set it to the path to which you have installed Truespace, or wherever you save all your cob or scene files from.&lt;br /&gt;
*Select POF from the drop down list and set it to wherever you want PCS to find your FS2 model files (this will be the default folder PCS will save files to and open files from. (Typically &amp;quot;C:\Games\Freespace2\data\models&amp;quot;)&lt;br /&gt;
*The scaling factor refers to how many FS meters to turn EACH trueSpace meter into during cob-&amp;gt;pof conversions. This should usually be set to 20, but it can be anything you want really. (This is the setting you can fiddle with to fix the &amp;quot;&#039;&#039;&#039;Too many polygons in same average location!&#039;&#039;&#039;&amp;quot; error. For more information on this, read the tips section at the bottom of this page.)&lt;br /&gt;
*The Texture Path field seems to be only partially functional. Setting it to your root FS2 directory (typically &amp;quot;C:\Games\Freespace2&amp;quot;) allows you to view some textures, but I haven&#039;t found all that much of a pattern to it.&lt;br /&gt;
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===COB to POF Conversions===&lt;br /&gt;
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&#039;&#039;This is a general guide to converting only. For a more complete guide to getting a ship in-game, have a look at [http://homepage.ntlworld.com/karajorma/FAQ/shipmods.html Karajorma&#039;s Turreting Tutorial]&#039;&#039;&lt;br /&gt;
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Let&#039;s suppose you already have your COB or SCN file modelled and waiting in Truespace. You want to see how it works in-game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You should now be ready to do your first model conversion. Go to Conversion &amp;gt; COB to POF. Select your model (if it&#039;s a SCN file, tell PCS to look for SCN files instead of COB). Hit OK.&lt;br /&gt;
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If all goes well, depending on the complexity of your model and the power of your CPU, the conversion process may take anywhere from an instant to 10 minutes. Assuming it fits the geometry and hierarchy requirements of the Freespace 2 engine (and PCS), a message box shows up with general model and conversion information. This means the model has been successfully converted, and is now waiting to be saved. Do that first. (If you converted using the Auto-Facet build, save and switch over to using the standard version now)&lt;br /&gt;
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For information on the geometry requirements as well as how to fix the common problems, go to [http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/creatingstablegeometry.html IPAndrews tutorial] for TS or to its [http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/ main page]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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===POF to COB conversions===&lt;br /&gt;
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The opposite of COB to POF conversions, this feature allows you to convert a Freespace POF file into a COB file - for use in things like renders, or just general model editing. From the COB format, you can convert it to just about any other 3d model format for use in just about any 3d program.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To do this, just open up the POF file you want to convert, go to Conversions &amp;gt; POF to COB, and decide on a place (and filename) to save your new COB to.&lt;br /&gt;
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Remember that when you convert from POF to COB, all the centres of everything in the model are ignored, an annoying bug in PCS that should get fixed with Kazans PCS 2.&lt;br /&gt;
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This means that though your objects will still be in the right places, their centers and the lights glued to them will be at 0,0,0, meaning that in all likelihood, nothing will rotate correctly. If you plan to reconvert back to POF after some editing, you&#039;ll need to manually fix the centres of all affected objects.&lt;br /&gt;
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==POF Editing==&lt;br /&gt;
Before you can create a fully working Freespace model, you must add POF data to your new POF file. This is the data that controls things like the center of the model, dockpoints, eyepoints, engine glows, primary and secondary gunpoints, mass, fighter insignias, paths, shields, subsystems, textures, turrets, subobjects and FS_Open glowpoints. (You&#039;ll recognise most of these as the various tabs in PCS&#039; main window)&lt;br /&gt;
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A brilliant guide on each of these &#039;chunks&#039; can be found here; in [http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm Bobboau&#039;s PCS tutorial].&lt;br /&gt;
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==Tips / Common Problems==&lt;br /&gt;
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#If PCS gives a &amp;quot;&#039;&#039;&#039;You forgot to group those objects!&#039;&#039;&#039;&amp;quot; error message during COB &amp;gt; POF conversions, it just means that you need to glue a local light to the main hull object in Truespace. (This usually only occurs when PCS encounters a piece of geometry not glued to anything, such as a test hull for conversion or a forgotten bit just lying about your workspace)&lt;br /&gt;
#If PCS gives a &amp;quot;&#039;&#039;&#039;Too many polygons in same average location!&#039;&#039;&#039;&amp;quot; error, it can mean one (or both) of two things. Either there is a duplicate of one of the objects in the SCN in the EXACT same position as another of the EXACT same shape and size, or your object is too small in TS for PCS to be able to clearly tell the difference between two polygon locations during conversion. (This is a common problem for fighters and bombers because of how small they will appear in TS in order to fit the standard conversion ratio of 20 FS meters to each TS meter.)&amp;lt;br&amp;gt;To fix the first problem, find the duplicate object and delete or move it. To fix the second, scale the whole ship up in TrueSpace to the size you want it to appear as in Freespace - meter for meter. Then, before converting, set PCS&#039;s scaling to 1 rather than 20 and convert.&amp;lt;br&amp;gt; This should fix it by effectively giving PCS more accuracy when it gets to really small numbers. The up-scaling of your model is counteracted by telling PCS that one TrueSpace meter should equal one Freespace meter, so you don&#039;t end up with cruiser sized fighters and the like.&lt;br /&gt;
#Only the latest versions of PCS (those above 1.1) have correct collision detection calculations during conversion. Older versions will often have problems such as weapons fire going through them, suns showing through them or even other ships going through them.&lt;br /&gt;
#If PCS crashes during the conversion, or spits out any other sort of error, there is a problem with the model&#039;s geometry and/or hierarchy. If you don&#039;t understand the error and a search on HLP doesn&#039;t return anything helpful, post your question in the [http://www.hard-light.net/forums/index.php/board,8.0.html Freespace Modding] section of HLP.&lt;br /&gt;
#In the Misc menu, there is a &amp;quot;Global data import&amp;quot; function. This is a very handy tool that will import all pof data from one model file into the one that is open. Very useful if you completely POF a particular ship and then notice that you forgot something before conversion. You can simply re-convert and then import all the data you painstakingly entered.&lt;br /&gt;
#PCS is unable to view or edit the &#039;&#039;&#039;moment of inertia&#039;&#039;&#039; (MOI) data. This is the data (a tensor) that controls how the model physically rotates and reacts to kinetic impacts. PCS sets it all to 0 upon conversion, which will prevent your model from spinning around when hit at all. Currently, the only way to edit this data is in [[ModelView][32. The best way to set it is to find a similar sized standard craft and use it&#039;s values here.&lt;br /&gt;
#If you have any other questions/problems, ask in the [http://www.hard-light.net/forums/index.php/board,8.0.html Freespace Modding]forum, but don&#039;t forget to search first, since chances are the problem has been encountered before.&lt;br /&gt;
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[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Criticisms_of_the_Shivan_Manifesto&amp;diff=15378</id>
		<title>Criticisms of the Shivan Manifesto</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Criticisms_of_the_Shivan_Manifesto&amp;diff=15378"/>
		<updated>2008-02-21T10:38:48Z</updated>

		<summary type="html">&lt;p&gt;Selectah: removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Shivan Manifesto]] is an article that has occasionally, been cited as an accurate view of the nature and motivations of the Shivans in FreeSpace and FreeSpace 2. The following is a list of problems with that theory.&lt;br /&gt;
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* Assumes that the Shivan body was designed to operate in space from scratch; when it is equally likely the Shivans evolved upon a planet and modified themselves over a long time to their current physical state; i.e. &#039;evolving&#039; through need or desire to a non-planetary race&lt;br /&gt;
*Omits details of Bosch&#039;s reasoning for contacting the Shivans; namely his contact with GTI research (fighting the &#039;&#039;[[Silent Threat]]&#039;&#039; rebellion) and specifically information arising from GTI interaction with live Shivan captives.&lt;br /&gt;
*Highly assumptative of first contact between Bosch and the Shivans; namely assumes that a communication (enough to convince Bosch of a &#039;tentative alliance&#039;) somehow occurred with a translation error that allowed a conversation to appear perfectly logical to both sides, yet carry an entirely different and consistent meaning. This type of consistency of meaning is incredibly unlikely for a translation; moreover it fails to explain how the Shivans knew the precise arrangements of the docking and how to identify command crew upon the [[NTF Iceni|&#039;&#039;Iceni&#039;&#039;]].&lt;br /&gt;
*Assumes the Shivans attempted to rescue prisoners of war as a motivation for boarding the &#039;&#039;Iceni&#039;&#039;. This has never occured in FreeSpace history; the only known example of Shivans journeying to captured Shivan specimens resulted in the destruction of the [[SC Taranis|SC &#039;&#039;Taranis&#039;&#039;]] and [[Tombaugh station]] - i.e. killing the captured Shivans rather than attempting rescue.&lt;br /&gt;
*Over-emphasises Bosch&#039;s &#039;love of humanity&#039; comment; assumes Bosch would not want the Shivans to kill the &#039;&#039;Iceni&#039;&#039; crew, yet this is the same Bosch as masterminded a rebellion costing thousands of lives; and all this for a diversion.&lt;br /&gt;
*Assumes the size and nature of the [[ETAK]] device; and whether or not it was reproduceable by the (highly-advanced) Shivans. Presumes manual communication is impossible, even though this would be a circumstance anticipated by Bosch if he was to meet the Shivans face-to-face (so to speak). Also makes a false comparison between 1940&#039;s computers and the ETAK device; namely that in the FS2 universe it would be impossible to make a portable prototype, despite the centuries in the future this represents (also, it has been suggested by [[Volition]] employees that nanotechnology is possible in FS era, and thus so would be extreme miniturisation).  Additionally, this assumes ETAK is a primarily physical device, rather than a software program driving existing technology. &lt;br /&gt;
*Error in that it assumes Bosch&#039;s logs, data, etc are only kept on his laptop (referring to the ability to rebuild ETAK) rather than copied across multiple ship based databanks or even solid media. &lt;br /&gt;
*Assumes the Shivan attitude towards humanity; whilst referencing the violent contact in FS1, it completely omits the key difference in the &#039;&#039;&#039;Iceni&#039;&#039; incident&#039; - namely that communication was made. Bosch explicitly mentions that an era of &#039;tragic misunderstanding&#039; is over; implying a change in the Shivans expressed attitude.&lt;br /&gt;
*Assumes the Shivans have shunned diplomacy, without considering that it may not be a natural part of their psychological makeup (i.e. that any &#039;normal&#039; race would automatically wish first contact and peace, rather than attack).&lt;br /&gt;
*Suggests the Shivans are energy-based lifeforms inhabiting an artificial body (although not explaining how and why this body was constructed); thus any conclusions based upon this are open to question.  Moreso, begs the question as to why a race with no interest in planetary inhabitation (effectively confined to their ships) needs individual bodies.&lt;br /&gt;
*Issue over the &#039;immediacy&#039; negating the theory of Shivans as created cyborgs (assuming created by another race rather than themselves); namely this is no reason why the Shivans cannot be ancient, given their know 8,000-year history and the FS2 suggestion their attacks through space are cyclical (it would take a very long time to travel an entire galaxy; it&#039;s not inconceivable for the FS1 and FS2 fleets to be actually part of the same force, and seperated by 32 years as a result of sheer distance to travel).&lt;br /&gt;
*The Shivans do not disregard planets entirely; they have destroyed at least 3 ([[Altair]], the Ancients&#039; homeworld and [[Vasuda Prime]]).  Also, they do not disregard technology; for example, they attacked the convoys carrying shield prototypes in FS1 (alongside other examples). Though this is not conclusive proof (Shivans will attack any non-Shivan ship) it is evident that the Shivans do attack targets of strategic value (Vasuda Prime, [[Earth]], Altair).&lt;br /&gt;
*Subspace damage being incurred by travel is, of course, a complete guess. As is  - more importantly - that the Shivans have drives that do not damage subspace, and yet the GTVA has not identified what would surely be fundamental differences in ship design as a result of their study of captured Shivan vessels. &lt;br /&gt;
*Virtually all of the subspace damage/repair physics is assumed guesswork, and is not supported by anything in FS1 or 2. From what is evident from the games, subspace only functions to travel from one specific system to another, and is only usable in these narrow tunnels.&lt;br /&gt;
*Assumes the Shivans must have a base, with no evidence(in FS1/2) to support this.&lt;br /&gt;
*Assumption of the reasons why the GTVA does not wish to use main beam cannon upon the [[Knossos]] leaves other opportunities; for example that it may be too slow (strategic) to destroy such a strong construction, or that there may be problems if the entire structure is not destroyed simultaneously (scientific).&lt;br /&gt;
*Fails to explain how the Shivans could not activate or understand (the purpose of) Knossos portals, whilst stating the Shivans have an inherent and unparalleled knowledge of subspace.  It seems highly unlikely a race formed of subspace wouldn&#039;t be able to understand exactly what a subspace-affecting device was doing.&lt;br /&gt;
*Assumes the Shivans failed in FS1 (we don&#039;t know if their priority is xenocide, if the FS2 fleet was a continuation of that attack, or if [[FreeSpace 3]] would see the Shivans resume their attack. Moreso, we don&#039;t know if Bosch changed the Shivans&#039; plans in FS2 from being of destroying the GTVA to something else; also, the Shivans effectively neutralised both homeworlds of their enemies, therefore it must be a success).&lt;br /&gt;
*Assumes that the Shivans attack races for using subspace, rather than for fighting with each other (a key point of the previously referenced FS1 monologues was that the Ancients were being punished for their subjugation of other races).&lt;br /&gt;
*Assumes the Shivans did not try and stop the GTVA destroying the nodes from [[Capella]] to [[Vega]] and [[Epsilon Pegasi]]; the mission briefings and dialogues describe heavy attacks on both these nodes from &#039;conventional&#039; (non-juggernaut) forces.  It&#039;s not inconceivable that these attacks were intended to both create a defensive screen for the [[SJ Sathanas|Sathani]] and also to allow a system hopping plan of extermination, destroying every star in every GTVA system in a calculated and complete genocide.&lt;br /&gt;
*Assumes the Sathani cannot make an inter-system jump from Capella - although we know the Shivans could use unstable nodes that were not marked as stable to the GTVA, and that intra-system jumps are near instant, making it possible (if unlikely) the entire fleet could not escape through one or more unstable nodes.&lt;br /&gt;
*Massively assumptative over the purpose of [[Shivan Comm Node]]s.  Especially given that &#039;Comm Node&#039; is a fairly descriptive term in itself.  Also assumes some linkage between the Shivan Sathanas traffic and the destruction of these devices - this is somewhat nonsensical, particularly given that the [[Lion&#039;s Den]] mission made no assumption these devices would be destroyed (i.e. this buildup would occur in-game regardless of whether any Comm Nodes were destroyed).  This would also not be an explanation of the increased juggernaut fleet, given the Shivans already had massive superiority within all access points to that region of space; especially not if we consider that 80 Sathani might just have been needed for the Capellan star (especially given that is where they were deployed, rather than in defensive positions around comm node locations).&lt;br /&gt;
*Assumes that the Shivans could never have lost a &#039;&#039;Sathanas&#039;&#039;-type vessel before; it&#039;s arguable that they (given the 80+ in reserve) could have seen that loss as acceptable - in deploying it they destroyed a number of significant GTVA blockade forces, and also exposed the GTVA&#039;s tactics for attacking such a vessel. It&#039;s worth noting that the 2nd time the &#039;&#039;Colossus&#039;&#039; encountered a &#039;&#039;Sathanas&#039;&#039;, its fighterbays had been destroyed; indicating the Shivans knew the key to a victory was to stop GTVA bomber attacks.&lt;br /&gt;
*Assumes that the Shivans believed the GTVA had multiple (many) Colossi, and that Shivans did not have a comparably large force.  This is likely to be wrong for several reasons. Firstly, the Shivans would likely have had intelligence upon the GTVA capabilities from the [[Great War]], and thus would know the GTVA did not have the technology or resource levels for such rapid advancement and development.  Also, the Shivans would have had the considerable intelligence source of Bosch, an admiral prior to [[NTF Rebellion|rebellion]].  Also, this is tied with an assumption that the Shivans are technologically stagnant - there is more evidence to contradict than support this, given the Shivans aquisition of beams (for all capships), flak, &#039;&#039;et al&#039;&#039;.  It also assumes the Shivans would not anticipate GTVA technological advancement, despite having seen the GTVA taking massive strides (sensor, shield, weapons, subspace technology all spring to mind) during the relatively short Great War.&lt;br /&gt;
*Assumes the Shivans would retreat from a large GTVA force rather than engage; especially given the previous attribution of the Shivans to be xenocidal and determined to &#039;defend&#039; subspace.  This would imply the Shivans are in fact just bullies, who run from any larger force rather than &#039;defend subspace&#039;; assumes that leaving the GTVA to rebuild would be preferable for a race whose fight is for survival.&lt;br /&gt;
*Also assumes the Shivans would be somewhat stupid, in that it should be blatantly obvious the GTVA would not withold such a large and war-winning force, especially when taking heavy losses in Capella. Any simple tactician would know it is nonsensical to sacrifice lives and territory if you have a war-winning advantage. This reasoning requires a high level of naivety from the Shivans.&lt;br /&gt;
*Assumes that the Shivans destroyed Capella to create an extremely large (physical dimensions) jump node, rather than the (Petrarch suggested) long distance node.  This does not explain why the Shivans would sacrifice so many ships; effectively their entire non-Sathani fleet, as well as a number of the juggernauts. It&#039;s one thing to retreat - it&#039;s another to do so in a manner that loses a massive force, especially when you have a clear escape route ([[Gamma Draconis]])&lt;br /&gt;
*Largely relies upon the assumption of a Shivan hive mind and fight or flight response to justify retreat, where the &#039;flight&#039; instinct is caused by irrational and unsupported fear. There is no evidence to suggest the Shivans think in this manner.&lt;br /&gt;
*Evidence of Shivan retreat is flawed; in all cited cases, the &#039;retreat&#039; can be justified as simple tactics rather than the characterised &#039;fight or flight&#039; response; a cruiser requiring resupply, a cruiser group attempting to combine forces with another, a destroyer protecting the weak rear of the first &#039;&#039;Sathanas&#039;&#039;.  None of these are also equatable to a full-scale retreat, being individual movements within a large scale offensive.&lt;br /&gt;
*Assumes the Shivans, a race with ability to build at least 80 juggernauts, would consider the (arbitrarily calculated) 2.6m casualties figure as being significant.&lt;br /&gt;
*The &#039;&#039;Colossus&#039;&#039;&#039; movements themself shows the Shivans would not assume a vast &#039;&#039;Colossus&#039;&#039; fleet was inbound but merely taking their time; there is more than sufficient time for a large force of that size to travel to the Capella, etc systems in time to engage the Shivans - the &#039;&#039;Colossus&#039;&#039; manages it in spite of also having to fight the last dregs of the NTF. Also, the citing of capital ship movement time fails to consider intra-system jumping (instanteous).  Also, it fails to consider that the Shivans might be able to detect GTVA subspace drives and thus ships - something made only more likely if we accept the notion of Shivans as literal subspace beings.&lt;br /&gt;
*Assumes the Shivans would be concerned about the time period for destroying all GTVA stars; this is a species which has seemingly waited for 8,000 years. This is also a species which, based on the Manifesto, would now view the GTVA as their number-one enemy.&lt;br /&gt;
*By this stage of the Manifesto, there is no consideration of Bosch - one of the most important characters of the game storyline who provides much of the exposition - is ignored, largely because some of his statements would contradict the Manifesto&#039;s assumptions.&lt;br /&gt;
*Mentions the GTVA studying Shivan comms systems - but the GTVA has never (as far as is stated) studied a communications &#039;nexus&#039;, only ship level systems.&lt;br /&gt;
*Describes the Lion&#039;s Den system as &#039;highly defended&#039;.  However, if this system was a staging post for the attacks upon GTVA space, it would naturally be full of capital ships arriving, departing, or being supplied and maintained for launching attacks; just think of any marshalling point for a modern day invasion or attack.&lt;br /&gt;
*Assumes subspace energy is unstable; this is (admittedly arguably) unsupported by FS, which only mentions subspace nodes (points - in realspace - where the fabric of subspace is strong enough to support travel) as being unstable. &lt;br /&gt;
*Assumes the Shivans need comm nodes as life support systems, yet fails to mention why they have not been seen before in FS1 or FS2 (particularly the former). The device is probably just a massive sensor array, not some outlandish life support system.&lt;br /&gt;
*Assumes that the Capellan supernova does not damage subspace but all other novas would, as an explanation of why Capella was &#039;chosen&#039;.&lt;br /&gt;
*Unfounded assumption of living or grown Shivan vessels; this is not supported by any of the tech statements in FS1 or FS2 (particularly relating to retrofitted Shivan fighters).  Additionally, the dexterity of the Sathani arms in the FS2 end cutscene is scarcely unusual or inexplicable for a purely constructed vessel - consider an F-14s swing wings and add a few centuries (or millenia) of mechanical engineering. A minor issue is the use of metallic &#039;grating&#039; type textures in the Hallfight cutscene from FS1 - whilst this would not rule out &#039;grown&#039; technology, it is not visually indicative of it in the way you would expect it (a visual indicator of Shivan technology) to be.&lt;br /&gt;
*Describes the Shivans as a purely energy-based lifeform inhabiting physical bodies temporarily simply to move in realspace, than describes them as retreating to a physical station, in subspace, with their ships.  Why would the Shivans not move about in their natural energy form?  Also, the concept of a subspace &#039;hub&#039; is unsupported by any evidence from Freespace.&lt;br /&gt;
*Describes the Shivans as being affected (in jump position) by subspace forces - but the Shivans should surely be able to counteract this, given their stated ability with subspace, their long term usage of it, and that they are stated as being effectively &#039;part&#039; of it.&lt;br /&gt;
*States it is established that Shivan traffic is proportional to species subspace traffic - this is in no way established.  Especially as there is no exemplar for any level of subspace traffic from the Shivans, let alone what the variances in the levels of Ancients, Terran and Vasudan traffic have been over the past 8000 years; this is purely stated (as unsupported fact) in order to justify a similarly unevidenced assumption of how Shivans can perceive locations in space.&lt;br /&gt;
*Assumes Shivans cannot transmit messages in long distance; namely that the &#039;&#039;Lucifer&#039;&#039; was unable to communicate with &#039;home&#039;.  This is wholly unsubstantiated and based on a number of assumptions - that the &#039;&#039;Lucifer&#039;&#039; had time to ask for assistance, that the &#039;&#039;Sathanas&#039;&#039; fleet was retreating in FS2, that no reinforcements were sent after the &#039;&#039;Lucifer&#039;&#039; was destroyed, etc.  This also misses the possibility to suggest a use for Shivan Comm Nodes - i.e. that type of ultra-long distance or inter-spatial communications.&lt;br /&gt;
*Assumes the Shivans had only one point of entry into GTVA space in FS2; misses out the fact that the first &#039;move&#039; made is by the entry of the [[NTC Trinity|&#039;&#039;Trinity&#039;&#039;]] into the nebula, and that there is no evidence of a Shivan attack from that point prior. This is supported by the simple time it took to assemble the Sathani fleet in the nebula - and also that the GTVA were allowed to launch probing sorties.&lt;br /&gt;
*Assigns a strange arbitrary value for the age of subspace. Subspace is described as an alternate plain of existence; as such, it would have came into existence at the point of the big bang (i.e. with all existence) rather than &#039;&#039;xx&#039;&#039; billion years after. &lt;br /&gt;
*Describes planets, stars, etc as not existing in subspace - but these objects all generate gravity fields, and we know that gravity affects subspace, hence surely there are perceptible?&lt;br /&gt;
*Describes the Shivans as manipulating matter - but fails to explain how this can mesh with the previous description of their perception as being only upon the level of subspace rather than physical object. Also fails to explain why the Shivans would evolve in the subspace dimension and yet develop an ability to perceive matter - essentially, this portion of the Manifesto assumes essentially human characteristics of investigation and understanding, but places them within the context of a wholly alien environment (one where normal relativistic physics do not even exist) and upon an alien immeasurably different from any real-space type life.&lt;br /&gt;
*Assumes all subspace travel is harmful, except Shivan. This is despite failing to define exactly what is special about Shivan subspace travel, beyond its creator.  Nor does it explain why the Shivans would not offer &#039;safe&#039; travel to other races; especially given an implication they have the best subspace engines (technically, n-dimension oscillation devices to facilitate entry to subspace apertures)&lt;br /&gt;
*Another issue of living ships is that there is no explanation why these ships would be alive - could the non-corporeal Shivans harness an evolved living (space faring) animal?  If not, how else could they acquire such a technology  - given that they are as far physically and scientifically removed (&#039;born&#039; from non-relativistic space) from normalspace life as possible (i.e. not genetic engineering - I would doubt an energy race has genes in any way equivalent to normalspace biological animals).&lt;br /&gt;
*Opts to dismiss the FS2 box text on very spurious grounds; namely by assuming a Shivan scout force (the &#039;&#039;Lucifer&#039;&#039; fleet) would be small, yet not considering what &#039;small&#039; constitutes for a race as powerful as the Shivans. This also omits the concept of a scout force that is also permitted to attack an enemy when it has superior forces. For example, Force Recon forces perform both recon operations and destruction of key enemy installations; it&#039;s perfectly plausible the &#039;&#039;Lucifer&#039;&#039; fleet was tasked to identify a target, and then perform various combat actions (depending on the scale of threat posed by said target) intended to weaken or even defeat the enemy whilst a larger force was enroute (for example, the FS2 Shivan fleet; perhaps delayed by distance or caught behind an unexpected Knossos).&lt;br /&gt;
*Assumes that the GTVA has never researched Shivan engines, simply by dint of engine glow colours in one mission.&lt;br /&gt;
*Assumes the GTVA has not had success integrating Shivan and Terran-Vasudan technology; however, the &#039;&#039;Hades&#039;&#039; had (if fully operational) Shivan weaponry equivalent to the &#039;&#039;Lucifer&#039;&#039; (the exact text describes a defense system; this is in the &#039;&#039;Silent Threat&#039;&#039; debriefings).  It&#039;s also possible technological issues are simply down to lack of suitable raw materials.&lt;br /&gt;
*Incorrect summation of Bosch&#039;s motives for the NTF Rebellion; in actuality (as described in the game) Bosch&#039;s fighting the GTI in the [[Hades Rebellion|&#039;&#039;Hades&#039;&#039; rebellion]] led him to some (unknown) revelation regarding the fate of humanity and the motives of the Shivans - the NTF Rebellion was started in order to provide a diversion, allowing Bosch to plunder Ancient ruins in Vasudan systems (presumably to discover the location of the Knossos and its activation methods). This may be an accidental omission, but it&#039;s fitting with the Manifesto&#039;s general ignoring of the role and importance of Bosch within the FS2 storyline.&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=15377</id>
		<title>Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=15377"/>
		<updated>2008-02-21T10:38:18Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Limited Sensor Range For Non-Primitive Sensors */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is primarily to serve as a database for feature requests for the Source Code Project.&lt;br /&gt;
&lt;br /&gt;
== New Requests ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Cockpit View - HUD System Changes ===&lt;br /&gt;
In order to get a more immersive in-cockpit view than we currently have, there are a number of necessary changes.&lt;br /&gt;
The short-term system changes would primarily involve:&lt;br /&gt;
* An option somewhere to turn cockpit view on or off.&lt;br /&gt;
* Placing a specified &#039;standard cockpit model&#039; POF in the mission with it&#039;s eyepoint lined up with the players in-ship viewpoint.&lt;br /&gt;
* A way to move or replicate the HUD and all it&#039;s functionality to fit in with the standard cockpit model. (This would most likely involve completing the HUD_guages.tbl feature, but it would also involve a way to define an alternate &#039;in cockpit&#039; HUD component layout)&lt;br /&gt;
&lt;br /&gt;
In the long term this feature would involve:&lt;br /&gt;
* Being able to define a different internal cockpit on a per-ship basis.&lt;br /&gt;
* Different internal cockpit models would need to be associated with different HUD component layouts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The changes are described in detail in this thread [http://www.hard-light.net/forums/index.php/topic,48726.msg990018.html#msg990018 here.]&lt;br /&gt;
&lt;br /&gt;
I&#039;m more than willing to help out any coders who do take this on in regards to the modeling/texturing/interface art side of things. --[[User: VA|VA]]&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; FSU, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Star Wars Conversion|Fate of the Galaxy]]&lt;br /&gt;
&lt;br /&gt;
=== Orders for bomber turrets ===&lt;br /&gt;
Currently, bomber turrets only attack your target, which makes them usless as defensive weapons. The idea is to be able to order your turret and make it useful. Added comm options would be:&lt;br /&gt;
&lt;br /&gt;
*turret: (keypress shift-1),&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
**attack any hostile&lt;br /&gt;
*all turrets: (keypress shift-2)&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
*attack any hostile&lt;br /&gt;
&lt;br /&gt;
(This idea is modified from one from the thread &amp;quot;actually useful bomber turrets&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; several comunity members.&lt;br /&gt;
&lt;br /&gt;
=== Multiple shield meshes ===&lt;br /&gt;
You can have an individual shield mesh for each part of the ship. It would also allow you to shield certain turrets, important parts, ect. and not shield everything else.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; freespace: arcade (unadvertised mod), BlackSpace&lt;br /&gt;
&lt;br /&gt;
=== Toggleable subsystems ===&lt;br /&gt;
Support for subsystems that can be turned on and off (ie when &#039;off&#039;, act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities, [[Fringespace]], [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
=== Minefields ===&lt;br /&gt;
&lt;br /&gt;
Just like asteroid fields, only they&#039;re mines, and they explode violently instead of burning up. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Ship headlights ===&lt;br /&gt;
&lt;br /&gt;
Ship headlights/floodlights that actually cast light on objects.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce, Blackspace&lt;br /&gt;
&lt;br /&gt;
=== Maximum asteroid number increase ===&lt;br /&gt;
&lt;br /&gt;
From 256 to 1024+ (possibly use depth culling to reduce rendering load).&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Gatling Turrets ===&lt;br /&gt;
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, [[The Sagitta Project]], BlackSpace&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
Trigger Requests:&lt;br /&gt;
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the &amp;quot;mission takes place in subspace&amp;quot; flag is set.&lt;br /&gt;
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.&lt;br /&gt;
*Sexp - Animation triggered by sexp.&lt;br /&gt;
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.&lt;br /&gt;
Requested Upgrades:&lt;br /&gt;
*Support for submodel translation within the submodel animation code. (It *can* already be done, but only with scripting, and doing it this way breaks collision detection)&lt;br /&gt;
*Support for &amp;quot;model-relative&amp;quot; movement in addition to &amp;quot;current submodel position-relative&amp;quot; movement that already exists.&lt;br /&gt;
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.&lt;br /&gt;
*Glowpoint linking - Make it possible to activate/deactivate/toggle a certain bank/slot of glowpoint(s).&lt;br /&gt;
*Counter-rotate option - allow an object to inherit its parent&#039;s motion while counter-rotating, usefull for translation effect.&lt;br /&gt;
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.&lt;br /&gt;
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
=== 3D Muzzle Flashes ===&lt;br /&gt;
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva&lt;br /&gt;
&lt;br /&gt;
=== Arrays and Other Collections ===&lt;br /&gt;
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; MindGames, [[The Babylon Project]], Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Warping Without Vortex ===&lt;br /&gt;
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration.  Current option to disable warp rendering, will cause ship to appear and disappear without movement.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Convergence Firing ===&lt;br /&gt;
Also called &amp;quot;X-Firing&amp;quot;, allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model.  Could be either a beam or a standard primary.  Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Adjustable Weapon Convergence ===&lt;br /&gt;
&lt;br /&gt;
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber&#039;s weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Cinematic Controls ===&lt;br /&gt;
&lt;br /&gt;
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:&lt;br /&gt;
* FirePrimary (Ship) (# seconds)&lt;br /&gt;
* FireSecondary (Ship) (# times)&lt;br /&gt;
* FireCM (Ship) (# times)&lt;br /&gt;
* FireTurret (Ship) (Turret) (Target &amp;lt;co-ords or ship&amp;gt;) (# times)&lt;br /&gt;
* MoveRotation (Ship) (Degrees)&lt;br /&gt;
* MoveSmoothFP (Ship) (Waypoint)&lt;br /&gt;
* IgnoreAllButOrders (Ship)&lt;br /&gt;
* UseAfterburner (Ship) (# seconds)&lt;br /&gt;
* ForwardShields (Ship) (# Times)&lt;br /&gt;
* RightShields (Ship) (# Times)&lt;br /&gt;
* RearShields (Ship) (# Times)&lt;br /&gt;
* LeftShields (Ship) (# Times)&lt;br /&gt;
* TogglePrimaryB1 (Ship)&lt;br /&gt;
* TogglePrimaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB1 (Ship)&lt;br /&gt;
* ToggleSecondaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB3 (Ship)&lt;br /&gt;
* SetDoublePrimary (Ship)&lt;br /&gt;
* SetDoubleSecondary (Ship) (Bank)&lt;br /&gt;
* CounterDestroysMissile (Target Ship) (Firing Ship)&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
== In Progress ==&lt;br /&gt;
=== Customizable ship types ===&lt;br /&gt;
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], Twisted Infinities, [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
== Partially Complete ==&lt;br /&gt;
&lt;br /&gt;
=== Side Multipart Turrets ===&lt;br /&gt;
Support for fully rotating turrets on the sides of ships.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva, [[Star Wars Conversion|Fate of the Galaxy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau&#039;s Turret Build]&#039;&#039;&#039; &#039;&#039;However&#039;&#039;, changes have since been put &#039;&#039;&#039;on hiatus&#039;&#039;&#039; due to code incompatibilites, in both stable and HEAD builds.&lt;br /&gt;
&lt;br /&gt;
== Implemented ==&lt;br /&gt;
&lt;br /&gt;
=== Flak Screen ===&lt;br /&gt;
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their &#039;detonation range&#039; thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; The Apocalypse Project&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.&lt;br /&gt;
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.&lt;br /&gt;
&lt;br /&gt;
=== Muzzle Flashes and Turrets ===&lt;br /&gt;
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Limited Sensor Range For Non-Primitive Sensors ===&lt;br /&gt;
Self-explanatory. Implemented, see [[SCP SEXPs#radar set max range|Radar set max range]]. [[User:Shade|Shade]] 23:52, 17 August 2007 (CDT)&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Hercules_Mark_II&amp;diff=15376</id>
		<title>GTF Hercules Mark II</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Hercules_Mark_II&amp;diff=15376"/>
		<updated>2008-02-21T10:37:57Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Veteran Comments */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:Herc2.jpg]]|caption=The GTF Hercules Mark II}}&lt;br /&gt;
The &#039;&#039;&#039;GTF Hercules Mark II&#039;&#039;&#039; was the advanced version of the original [[Great War]]-era [[GTF Hercules]]. It is advanced in almost all aspects of the original Hercules, except for primary firepower. This sacrifice had to be taken to save up more space for [[Weapons Database (FS2)|secondary weapon]]s.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The second generation of the Hercules fighter.  It is faster, more maneuverable, and still carries a decent payload.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTF Hercules Mark II is the next generation of Terran heavy assault fighter. Introduced during the Great War, the original Herc&#039;s balance of firepower and maneuverability made it the most versatile strike fighter in the fleet. Some military historians have claimed the Hercules won the Great War, citing its deployment in key battles near the end of the Shivan conflict. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter&#039;s speed and maneuverability without sacrificing loadout capacity.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Assault|RNI Systems|Average|55.0 - 65.0|120.0|Heavy|275|610|17}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW 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 Circe|Circe]], [[GTW Lamprey|Lamprey]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP. Adv|Emp. Adv]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]],&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;The Herc II flies okay.  My only complaint is with the weapons placement, as having the primaries set side by side makes shooting a fleeing target with horizontal deflection tricky. The secondary max loadout is a blessing, sometimes I like to load out on nothing but Harpoons and be a mobile SAM launcher.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I like all the Hercs. Good armour with large missile capacity, although a bit on the slow side, but decent maneuverability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Herc II gets introduced rather cruelly to you; in your first mission in the fighter you are thrown against Shivan Maras and Astaroths, both of which can outmanuver and outrun you with ease. A Lion At The Door demonstrates the problems with the Herc II in rather brutal fashion on high difficulties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The problem with the Herc II is the early missions, where it&#039;s the required fighter, often just aren&#039;t well suited to pure heavy fighter forces, which leaves some people with the impression it is a inferior ship overall. It really isn&#039;t. It&#039;s quite a good ship for Clash of the Titans II or Dunkerque for instance, and its my prefered ship for Proving Grounds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extremely large ordinance capacity with decent maneuverability, a true heavy assault. Don&#039;t let Dragons get on you though, because you can&#039;t shake them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While in the main campaign the Herc II is pretty much useless, in user-made campaign missions with lots of enemies, the Herc II is a godsend (provided that you have the right weapons, and no other ships like the Erinyes are available).  Its thick armour and shielding is enough to get you through the fiercest of battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once, my friend died her hair purple, and it was positively radiant for almost a week. Following that, however, it faded to an awkward shade that was neither definitively brown nor purple; or anything else really. It was a truly awkward color. That&#039;s basically how I feel about the Herc II. I give it that it does have cavernous secondary banks, but for me it still doesn&#039;t have the firepower that makes a good heavy assault fighter; and it most certainly doesn&#039;t have speed to make up for it. I simply find this ship-awkward.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s surprisingly maneuverable, but is slow as hell. Its thick armour, heavy shielding and huge secondary banks give you the opportunity to survive long missions without support, like Love the Treason. However, the [[Tauret]] is a better assault fighter, with more guns, even more missiles and less maneuverability.}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Creating_New_Sexpressions_in_the_FS2_Source_Code&amp;diff=15375</id>
		<title>Creating New Sexpressions in the FS2 Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Creating_New_Sexpressions_in_the_FS2_Source_Code&amp;diff=15375"/>
		<updated>2008-02-21T10:37:37Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* New Sexpression Checklist */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creating New Sexpressions in the FS2 Source Code==&lt;br /&gt;
As told to Dynamo by Dave Baranec&lt;br /&gt;
by: Dynamo - May 03, 2002 for Freespace Watch&lt;br /&gt;
&lt;br /&gt;
DaveB passed me this little article on how to write in your own sexps using the FS2 Source Code. I&#039;m sure you&#039;ll all find it quite useful. -Dynamo&lt;br /&gt;
&lt;br /&gt;
The sexpression system in FS2 is the heart and soul of the game. All mission scripting hinges on this code. It is a Lisp-like interpreted pseudo-language. This doc is intended as a jumping point for programmers to create custom new sexpressions using the public source code.&lt;br /&gt;
&lt;br /&gt;
A key point to remember is that both Fred2 and FS2 share the sexpression code. FS2 needs it to evalulate sexpressions when running a mission and Fred2 needs it to visually show mission designers what’s going to happen in the mission. As such, when adding or changing sexpressions you need to change code in both FS2 and Fred2.&lt;br /&gt;
&lt;br /&gt;
The body of this doc contains the fine details of adding a new sexpression and there’s a section at the end giving a quick checklist of the steps.&lt;br /&gt;
&lt;br /&gt;
===Code Changes===&lt;br /&gt;
The majority of the code that needs to be changed is in sexp.h and sexp.cpp in the code tree. Both FS2 and Fred2 reference this. Looking in sexp.h we see a bunch of #defines describing all the known sexpressions.&lt;br /&gt;
&lt;br /&gt;
The first thing to note is the OPF_* defines. These define the types of arguments that may be passed to an sexpression. For example, when ordering a ship to fire a beam weapon at a turret on another ship, one of the arguments you can specify is a subsystem, represented by the OPF_SUBSYSTEM #define. The sexpression code uses these values to verify that sexpressions it is evaluating are legal, and Fred uses them in its interface code.&lt;br /&gt;
&lt;br /&gt;
Evaluated sexpressions can return values. The next set of #defines we see are the OPR_* return types. OPR_NUMBER, OPR_BOOL, OPR_POSITIVE, etc. For example, the “and” sexpression (OP_AND) returns a boolean yes/no answer of type OPR_BOOL. More on OPR_* stuff later.&lt;br /&gt;
&lt;br /&gt;
The next set of #defines are the categories. Sadly, the word “catagory” (misspelled!) is used and managed to become a permanent fixture of the code. In any case, the OP_CATAGORY_* defines are used by Fred to break down sexpressions into manageable categories for ease of use by mission designers. It is useful to note the OP_CATAGORY_CHANGE category. This is used for sexpressions that cause things to happen in a mission, as opposed to being parts of larger sexpressions (like OP_AND). Most custom sexpressions fall into this category.&lt;br /&gt;
&lt;br /&gt;
After this we come to the sexpression #defines themselves. The sexpression is the bitwise OR of an (8 bit) identifier supplied by the programmer, an OP_CATAGORY_* and one or more of the optional sexpression flags (located just above the OP_CATAGORY_* #defines). Its important to note that the low 8 bits of the 2 byte sexpression value is used as a unique identifier within a given category. When combined with an OP_CATAGORY_* (bits 8-11) you get a completely unique sexpression value. So, with any given category there are a maximum of 256 (0x0 – 0xff) different sexpressions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1 is to create a new #define for our sexpression. When adding a new sexpression be absolutely sure to assign it into its proper OP_CATAGORY_ and give it its own unique identifier within the category.&#039;&#039;&#039; You’ll note that all sexpressions are organized by category – to preserve programmer sanity you should always try to maintain this organization when adding your new sexpression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2.&#039;&#039;&#039; Now that we’ve created our custom #define for our new sexpression, we need to add some more code in sexp.cpp.&lt;br /&gt;
&lt;br /&gt;
Near the top of sexp.cpp there’s an array defined as&lt;br /&gt;
&lt;br /&gt;
sexp_oper Operators[]&lt;br /&gt;
&lt;br /&gt;
In here you need to add some info for your newly created sexpression. Add an entry and fill in the text string that will represent the sexpression in the editor (e.g “has-docked”), fill in the value of the sexpression created in the previous section (e.g. OP_HAS_DOCKED), and fill in the minimum and maximum number of arguments. For example, has-docked takes a minimum of 3 and a maximum of 3 arguments (i.e., it takes exactly three arguments). There is a special value INT_MAX which can be used in the maximum arguments field when you want to indicated an arbitrary number of arguments. You do not need to have your sexpression entry appear here in the same order as your #define does, but it doesn’t hurt to try and preserve some semblance of order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next step&#039;&#039;&#039; is to add evaluation code for your sexpression inside of the eval_sexp() function. Inside of this function you’ll see a big switch statement with a case: statement for every sexpression. Add a case: statement for your own sexpression and handle your sexpression as appropriate. For example, if you were creating an sexpression “walk-the-plank”, you might write a function called sexp_walk_the_plank() and you would call it from the case statement. By general convention, sexp evaluation functions are typically located in sexp.cpp.&lt;br /&gt;
&lt;br /&gt;
Its important to understand the recursive nature of the sexpression system. If you are creating an sexpression “has-player-eaten-his-sandwich” chances are someone is going to use the return value of this sexpression. So your sexp_player_has_eaten_his_sandwich() function needs to return a value appropriate value based on its OPR_* define. By general convention, 1 is returned as “yes” and 0 is returned as “no”. However some sexpressions return numeric values, such as OP_SHIELDS_LEFT, and some return no value at all such as OP_SUPERNOVA_START (in this no-return-value case the appropriate value to return is 1). So, you need to make sure you return yes/no from your sexpression evaluation function so that the mission designer’s:&lt;br /&gt;
&lt;br /&gt;
if player-has-eaten-his-sandwich&lt;br /&gt;
self-destruct alpha1&lt;br /&gt;
&lt;br /&gt;
evaluates correctly. I don’t want to go into too much more detail here as they should be fairly obvious when looking through the already-existing sexpressions for examples.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next step&#039;&#039;&#039; is to fill in code for our sexpression inside of query_operator_return_type(). This is where the OPR_* defines come in. This function is a simple switch statement. Stick a case: statement in for your sexpression in the appropriate place to define its return type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next step&#039;&#039;&#039; is to fill in code for our sexpression inside of query_operator_argument_type(). This is similar to the sexpression return type but is used to define the types of the incoming arguments to the sexpression itself. Again we’re dealing with a switch statement. Put in a case: statement for your sexpression and be sure to return the proper type of each argument the sexpression takes, based on argnum (zero based index).&lt;br /&gt;
&lt;br /&gt;
So for example, the OP_AND sexpression takes two arguments A and B and returns the logical AND of the two. So, the type of argument for both argnum 0 and 1 is OPF_BOOL. On the other hand, the sexpression OP_IS_DISARMED_DELAY takes two different argument types. Argument 0 is positive number, and argument 1 is a ship. If you look at the case statement for OP_IS_DISARMED_DELAY you’ll see how this is handle appropriately.&lt;br /&gt;
&lt;br /&gt;
The final step is to add help text for the sexpression in Fred. Inside the file sexp_tree.cpp (in the Fred2 subproject) you’ll see a big array&lt;br /&gt;
&lt;br /&gt;
sexp_help_struct Sexp_help[];&lt;br /&gt;
&lt;br /&gt;
Add an entry for your own sexpression here. It’s a pretty straightforward step.&lt;br /&gt;
&lt;br /&gt;
Now, your new sexpression is ready to go! Fire up Fred2 and give it a shot. If you create any missions using this custom sexpression, anyone who wants to use your sexpression needs to be running an executable based on your code. Same thing goes for Fred2 for anyone who wants to edit your mission.&lt;br /&gt;
&lt;br /&gt;
===New Sexpression Checklist===&lt;br /&gt;
* Add a properly constructed #define for your new sexpression to sexp.h&lt;br /&gt;
* Add a properly constructed entry to the Operators[] array in sexp.cpp&lt;br /&gt;
* Write your code to handle the sexpression and hook it properly into eval_sexp()&lt;br /&gt;
* Fill in the appropriate code in query_operator_return_type()&lt;br /&gt;
* Fill in the appropriate code in query_operator_argument_type()&lt;br /&gt;
* Fill in a help text entry in sexp_tree.cpp&lt;br /&gt;
* Test your code, sucka!&lt;br /&gt;
&lt;br /&gt;
[[Category:VW Articles]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Shivan_Comm_Node&amp;diff=15374</id>
		<title>Shivan Comm Node</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Shivan_Comm_Node&amp;diff=15374"/>
		<updated>2008-02-21T10:37:11Z</updated>

		<summary type="html">&lt;p&gt;Selectah: /* Veteran Comments */ removed vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Shivan Comm Node&#039;&#039;&#039; is a Shivan device encountered in the [[Binary System]] beyond the second [[Knossos]] gate. They consist of a complex web of machinery encasing a crystalline sphere. Officially, the GTVA has no idea what the purpose of these devices are - they are labelled as &amp;quot;Unknown&amp;quot; in-game, and are revealed as Comm Nodes in the tables only. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three of these devices were encountered and destroyed, each releasing a tremendous amount of energy as a shockwave. Their purpose remains officially unknown.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:commnode320x240.jpg]]|caption=The Shivan Comm Device}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
All details concerning this object have been classified level Omega, accessible only by those immediately authorized by the GTVA Security Council.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Comm Device (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 40 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 748 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&#039;&#039;Has a large blast radius when destroyed, so blow it up and run!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DO NOT GET HIT BY THE ROTATING BLADES!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you have the piloting skill, you can weave in and out of the blades and watch them flatten any AI ship stupid enough to follow you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest way to destroy these is to destroy the core crystal. More specifically, aim the conical parts of the crystal that are close to the points where it unites with the blades. Hitting these points will rapidly destroy the core, after which the whole thing blows up. Note that this only applies if the mission designer progammed the CommNode to self-destruct when the crystal is destroyed; this is not a hard-coded feature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, the Crystal is a subsystem (S), so if target it at 4600m with a trebuchet and manage to get it in, kudos to you.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Selectah</name></author>
	</entry>
</feed>