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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sushi</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T10:44:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38038</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38038"/>
		<updated>2012-03-21T15:06:53Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Max Turrets per Target: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit doe &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won&#039;t disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;collide submodel&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it will only take damage from hits which impact the submodel. By default damage is taken from all hits within the submodel&#039;s radius*2. Does not affect area damage such as shockwaves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=37928</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=37928"/>
		<updated>2012-02-28T16:34:35Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Piercing Damage Draw Limit: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7923}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37927</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37927"/>
		<updated>2012-02-28T16:13:49Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $ai path mode: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link delay:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. Default: YES.}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37926</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37926"/>
		<updated>2012-02-28T16:03:00Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Player Autoaim FOV: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link delay:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. Default: YES.}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid.&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37925</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37925"/>
		<updated>2012-02-28T15:53:42Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $ROF: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37924</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37924"/>
		<updated>2012-02-28T15:42:12Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Turret Max Aim Update Delay: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link delay:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. Default: YES.}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid.&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37923</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37923"/>
		<updated>2012-02-28T15:35:02Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Flags: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=37916</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=37916"/>
		<updated>2012-02-28T01:29:12Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Weapon Hitpoints: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|8414}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. &#039;&#039;(needs confirmation)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined in [[armor.tbl]] )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;WARNING: Putting +Old Style doesn&#039;t seem to work either.&lt;br /&gt;
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$substitute:&#039;&#039;&#039; can be repeated any number of times. &#039;&#039;+period&#039;&#039; and &#039;&#039;+index&#039;&#039; will grow the pattern array anytime something does not fit so any whole number will be accepted.  If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+period:&#039;&#039;&#039;&lt;br /&gt;
*Substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.  &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+index&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+offset:&#039;&#039;&#039;&lt;br /&gt;
*Shift period pattern &#039;&#039;offset&#039;&#039; shots.  &#039;&#039;&#039;Must be used with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+index:&#039;&#039;&#039;&lt;br /&gt;
*Substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at &#039;&#039;index&#039;&#039; in the shot pattern. &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+period&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37759</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=37759"/>
		<updated>2012-02-02T17:07:50Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Flags: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Does nothing for now&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=33222</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=33222"/>
		<updated>2011-01-22T00:47:52Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Flags: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|6921}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Does nothing for now&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=32879</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=32879"/>
		<updated>2010-12-31T20:03:16Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $all ships manage shields: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primaries link delay:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. Default: YES.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=32862</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=32862"/>
		<updated>2010-12-31T19:01:24Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Collision Physics: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|6851}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30505</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30505"/>
		<updated>2010-07-29T00:26:32Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Switched &amp;quot;big ships mange shields&amp;quot; to &amp;quot;all ships manage shields&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
* $Turret Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* $all ships manage shields:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30504</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30504"/>
		<updated>2010-07-29T00:26:28Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Switched &amp;quot;big ships mange shields&amp;quot; to &amp;quot;all ships manage shields&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30316</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30316"/>
		<updated>2010-07-09T13:24:24Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* AI Profiles Overrides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
* $Turret Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* $big ships manage shields:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30315</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30315"/>
		<updated>2010-07-09T13:24:08Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Max Aim Update Delay: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$big ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30314</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30314"/>
		<updated>2010-07-09T13:15:27Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* AI Profiles Flag Overrides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* $big ships manage shields:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30313</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=30313"/>
		<updated>2010-07-09T13:12:17Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $big ships manage shields: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$big ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Table3613&amp;diff=30312</id>
		<title>Template:Table3613</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Table3613&amp;diff=30312"/>
		<updated>2010-07-09T13:11:30Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added 3.6.13 template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table3610]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Table3612]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #203520; border: solid 1px #509950; padding: 0px 4px; font-size: -1; color: #FFCCCC&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;font color=#DD8888&amp;gt;FS2 Open, 3.6.13&amp;lt;/font&amp;gt;:&#039;&#039;&#039; {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30016</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=30016"/>
		<updated>2010-06-26T15:09:52Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $No extra collision avoidance vs player:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[Ai_profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[Ai_profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
* $No extra collision avoidance vs player:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=29927</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=29927"/>
		<updated>2010-06-24T02:46:20Z</updated>

		<summary type="html">&lt;p&gt;Sushi: $No extra collision avoidance vs player:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27839</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27839"/>
		<updated>2010-01-27T19:04:11Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $Damage Lightning Type and +Lightning Arc Percent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5845}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27493</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27493"/>
		<updated>2010-01-12T18:56:01Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated rev. number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5813}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27492</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27492"/>
		<updated>2010-01-12T18:55:31Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5707}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27491</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27491"/>
		<updated>2010-01-12T18:55:08Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5707}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27490</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=27490"/>
		<updated>2010-01-12T18:54:43Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $Expl Propagates: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5707}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=26849</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=26849"/>
		<updated>2009-11-20T17:28:41Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $AI Turn Time Scale: */ Added some clarifying details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26838</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26838"/>
		<updated>2009-11-18T05:20:15Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* AI Profiles Overrides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26837</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26837"/>
		<updated>2009-11-18T05:19:49Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* Other AI Class Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to NO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26836</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26836"/>
		<updated>2009-11-18T05:18:23Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added note about custom AI classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file. Furthermore, having a different number of AI classes than retail can result in strange behavior if these are NOT set. It is recommended that if you make heavy use of custom AI classes, you specify all of these and set $Autoscale by AI Class Index to false.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26682</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26682"/>
		<updated>2009-11-05T22:52:30Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated sample for 5641&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              2,       1.6,     1.2,     0.8,     0.4&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.6,     0.65,    0.7,     0.75,    0.8&lt;br /&gt;
   $Glide Attack Percent:          30,      40,      50,      60,      70&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26681</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26681"/>
		<updated>2009-11-05T22:49:24Z</updated>

		<summary type="html">&lt;p&gt;Sushi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5641}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26680</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=26680"/>
		<updated>2009-11-05T22:49:07Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated for 5641: now overrides instead of multipliers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
===AI Profiles Overrides===&lt;br /&gt;
{{Table3611|The following values can be inserted as overrides for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used.&lt;br /&gt;
Syntax is the same as their AI Profiles counterparts.&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=25692</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=25692"/>
		<updated>2009-09-28T22:58:16Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Changed +Use Newtonian Dampening to $Use Newtonian Dampening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5615}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25494</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25494"/>
		<updated>2009-09-24T20:38:50Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* Sample Entry */  Fixed whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
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{{TableVersion|5211|5579}}&lt;br /&gt;
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Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25493</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25493"/>
		<updated>2009-09-24T20:38:04Z</updated>

		<summary type="html">&lt;p&gt;Sushi: /* $fix AI class bug: */  Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:	                                 NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25492</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25492"/>
		<updated>2009-09-24T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $fix AI class bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[AI.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:	                                 NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25257</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25257"/>
		<updated>2009-09-14T17:01:53Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added changes from 5549, cleaned up the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|As of 3.6.11, each AI class can explicitly modify more things (see below).}}&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Courage:===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
==Optional Elements==&lt;br /&gt;
===Other AI Class Attributes===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE&#039;&#039;&#039;: If the following attributes are NOT specified, the code uses the index of the AI class instead. Use these if you want finer-grained control over the AI classes and/or you don&#039;t want the order of the AI classes to affect their behavior. &#039;&#039;If these are not specified, the behaviors described will be determined by the order of the AI class relative to the others in the file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Afterburner Use Factor:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Affects how probably it is that the AI will use afterburners in &amp;quot;maybe&amp;quot; situations. A value of 1 means always, 2 means half the time, 3 a third of the time, etc.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Int list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Evade Chances Per Second:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Controls how likely it is for a ship to try to start evading a shockwave. The higher the number, the more &amp;quot;chances per second&amp;quot; the ship has to evade. &lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Get Away Chance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* How likely the AI is to use a &amp;quot;get away&amp;quot; maneuver instead of simply making evasive turns. &amp;quot;Get away&amp;quot; usually involves the AI flying straight away, usually on afterburner, and making small jinking motions (instead of large evasive turns). Higher values result in more &amp;quot;jousting&amp;quot; fights. &lt;br /&gt;
* Range: between 0.0 (never) and 1.0 (always)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary Range Multiplier:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Multiplier which affects from how far away the AI will begin firing secondary weapons. Capped by the actual maximum range of the weapon. Penalty for firing in nebula still applies above and beyond this.&lt;br /&gt;
* Range: between 0.0 (point blank/never fires) and 1.0 (fires from maximum range).&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;,  five comma separated &#039;&#039;&#039;float&#039;&#039;&#039;, one for each difficulty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Autoscale by AI Class Index:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* If set to YES (default), a number of miscellaneous AI probabilities are affected by the order of the AI class in the file (for example, the chance to fire countermeasures). Classes near the beginning of the file are generally weaker than classes at the end. If set to NO, this flag will turn off that auto scaling behavior (so that the order of the AI class does not affect AI behavior). &lt;br /&gt;
* Note that even if this is set to NO, the other options above will still be controlled by AI class index (so if you want complete independence, you need to set all of the options listed in the &amp;quot;Other AI Class Attributes&amp;quot; category).&lt;br /&gt;
* Default: YES&lt;br /&gt;
* Syntax: Boolean flag (YES/NO)&lt;br /&gt;
}}&lt;br /&gt;
===AI Profiles Multipliers===&lt;br /&gt;
{{Table3611|The following values can be inserted as multipliers for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used (unmodified).&lt;br /&gt;
Syntax: &#039;&#039;&#039;Float List&#039;&#039;&#039; (Default: 1.0, 1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional elements)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $Get Away Chance:               0.40,    0.45,    0.50,    0.55,    0.6&lt;br /&gt;
   $Autoscale by AI Class Index:     NO&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25256</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25256"/>
		<updated>2009-09-14T16:38:44Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated version number (should have done earlier)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5579}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25255</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25255"/>
		<updated>2009-09-14T16:24:54Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Patience affecting stalemate detection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|In addition, each AI class can optionally modify certain values from [[AI Profiles.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
{{Table3611|This value affects how quickly the AI will attempt to &amp;quot;break&amp;quot; a stalemate situation if one is detected. Only applies if &#039;&#039;$Stalemate Time Threshold&#039;&#039; and &#039;&#039;$Stalemate Distance Threshold&#039;&#039; are used. The higher the patience, the longer the ship will wait in &amp;quot;stalemate&amp;quot; before breaking. If patience is 100, the AI will never break. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
===Required Elements===&lt;br /&gt;
&#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&#039;&#039;&#039;$accuracy:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&#039;&#039;&#039;$evasion:&#039;&#039;&#039;, &#039;&#039;&#039;$courage:&#039;&#039;&#039; and &#039;&#039;&#039;$patience:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Multipliers===&lt;br /&gt;
{{Table3611|The following values can be inserted as multipliers for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used (unmodified).&lt;br /&gt;
Syntax: &#039;&#039;&#039;Float List&#039;&#039;&#039; (Default: 1.0, 1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional multipliers and overrides)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=25245</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=25245"/>
		<updated>2009-09-12T19:13:58Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Clarified +Use Newtonian Dampening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5468}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Use Newtonian Dampening:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25198</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25198"/>
		<updated>2009-09-08T23:36:12Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $Max Aim Update Delay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|In addition, each AI class can optionally modify certain values from [[AI Profiles.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
===Required Elements===&lt;br /&gt;
&#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&#039;&#039;&#039;$accuracy:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&#039;&#039;&#039;$evasion:&#039;&#039;&#039;, &#039;&#039;&#039;$courage:&#039;&#039;&#039; and &#039;&#039;&#039;$patience:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Multipliers===&lt;br /&gt;
{{Table3611|The following values can be inserted as multipliers for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used (unmodified).&lt;br /&gt;
Syntax: &#039;&#039;&#039;Float List&#039;&#039;&#039; (Default: 1.0, 1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
* $Max Aim Update Delay:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional multipliers and overrides)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25197</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=25197"/>
		<updated>2009-09-08T23:35:37Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $Max Aim Update Delay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25008</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=25008"/>
		<updated>2009-08-18T20:18:25Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated with new AI.tbl features from rev. 5522&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels. &lt;br /&gt;
&lt;br /&gt;
{{Table3611|In addition, each AI class can optionally modify certain values from [[AI Profiles.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading. Value defines the frequency of AI course changes while it is evading.&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals. Never actually implemented - It does absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
===Required Elements===&lt;br /&gt;
&#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the AI class&lt;br /&gt;
&#039;&#039;&#039;$accuracy:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&#039;&#039;&#039;$evasion:&#039;&#039;&#039;, &#039;&#039;&#039;$courage:&#039;&#039;&#039; and &#039;&#039;&#039;$patience:&#039;&#039;&#039;&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Multipliers===&lt;br /&gt;
{{Table3611|The following values can be inserted as multipliers for their equivalent [[AI Profiles.tbl]] values. They are all optional. If not set for an AI class, the values in AI Profiles will be used (unmodified).&lt;br /&gt;
Syntax: &#039;&#039;&#039;Float List&#039;&#039;&#039; (Default: 1.0, 1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
* $AI Countermeasure Firing Chance:&lt;br /&gt;
* $AI In Range Time:&lt;br /&gt;
* $AI Always Links Ammo Weapons:&lt;br /&gt;
* $AI Maybe Links Ammo Weapons:&lt;br /&gt;
* $Primary Ammo Burst Multiplier:&lt;br /&gt;
* $AI Always Links Energy Weapons:&lt;br /&gt;
* $AI Maybe Links Energy Weapons:&lt;br /&gt;
* $Predict Position Delay:&lt;br /&gt;
* $AI Shield Manage Delay:&lt;br /&gt;
* $Friendly AI Fire Delay Scale:&lt;br /&gt;
* $Hostile AI Fire Delay Scale:&lt;br /&gt;
* $AI Turn Time Scale:&lt;br /&gt;
* $Glide Attack Percent:&lt;br /&gt;
* $Circle Strafe Percent:&lt;br /&gt;
* $Glide Strafe Percent:&lt;br /&gt;
* $Stalemate Time Threshold:&lt;br /&gt;
* $Stalemate Distance Threshold:&lt;br /&gt;
* $Chance AI Has to Fire Missiles at Player:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===AI Profiles Flag Overrides===&lt;br /&gt;
{{Table3611|The following flags can be inserted to override their equivalent [[AI Profiles.tbl]] flag values. They are all optional. If not set for an AI Class, the AI Profiles value will be used.&lt;br /&gt;
* $big ships can attack beam turrets on untargeted ships:&lt;br /&gt;
* $smart primary weapon selection:&lt;br /&gt;
* $smart secondary weapon selection:&lt;br /&gt;
* $smart shield management:&lt;br /&gt;
* $smart afterburner management:&lt;br /&gt;
* $allow rapid secondary dumbfire:&lt;br /&gt;
* $huge turret weapons ignore bombs:&lt;br /&gt;
* $don&#039;t insert random turret fire delay:&lt;br /&gt;
* $prevent turrets targeting too distant bombs:&lt;br /&gt;
* $smart subsystem targeting for turrets:&lt;br /&gt;
* $allow turrets target weapons freely:&lt;br /&gt;
* $allow vertical dodge:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
{{Table3611| (Sample entry using some optional multipliers and overrides)&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:                      0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:                       10,      20,      30,      40,      50&lt;br /&gt;
   $courage:                       10,      20,      30,      40,      50&lt;br /&gt;
   $patience:                      10,      20,      30,      40,      50&lt;br /&gt;
   $AI In Range Time:              1.5,     1.4,     1.3,     1.2,     1.1&lt;br /&gt;
   $Primary Ammo Burst Multiplier: 0.8,     0.8,     0.8,     0.8,     0.8&lt;br /&gt;
   $Glide Attack Percent:          1.0,     1.0,     1.5,     1.5,     1.5&lt;br /&gt;
   $allow rapid secondary dumbfire:  NO&lt;br /&gt;
   $allow vertical dodge:            YES&lt;br /&gt;
   #End&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=24010</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=24010"/>
		<updated>2009-07-15T21:28:17Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added $Vaporize Percent Chance to default table listing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5332}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{shipimage|image=[[image:objecttypes.gif|thumbnail|320px]]|caption=objecttypes.tbl in action}} image OOA --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Objecttypes.tbl is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that objecttypes.tbl is fully XMT-compliant, with the suffix *-obt.tbm. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Toggles whether ship type can be scanned&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* EMP effect will be multiplied by this amount. Higher values mean more HUD jittering/longer-lasting effect.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether beams can easily hit ship (eg capship beams rarely hit fighters)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Attempt Broadsides:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will try to use broadside tactics against enemy ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. This can be overriden on a per-ship basis in [[ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Part of the Default FreeSpace 2 Table===&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name:                  Navbuoy&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Sentry Gun&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         0.10&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Accept Player Orders:  NO&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Cargo&lt;br /&gt;
$Scannable:             YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         0.10&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Passive docks:         (  &amp;quot;cargo&amp;quot; )&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  support&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        3.5&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player orders:         (  &amp;quot;rearm me&amp;quot;&lt;br /&gt;
                              &amp;quot;abort rearm&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near me&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Active docks:          (  &amp;quot;support&amp;quot; )&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Fighter&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        4.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;attack subsys&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;guard wing&amp;quot;&lt;br /&gt;
                              &amp;quot;evade ship&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;form on wing&amp;quot;&lt;br /&gt;
                              &amp;quot;cover me&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;disable subsys&amp;quot; )&lt;br /&gt;
   +Auto attacks:       YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Bomber&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        4.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;attack subsys&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;guard wing&amp;quot;&lt;br /&gt;
                              &amp;quot;evade ship&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;form on wing&amp;quot;&lt;br /&gt;
                              &amp;quot;cover me&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;disable subsys&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Freighter&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Scannable:             YES&lt;br /&gt;
$Max Debris Speed:      150&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        1.75&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            600.0&lt;br /&gt;
   +Disappear factor:      2.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Attempt Broadside:     YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Active docks:          (  &amp;quot;cargo&amp;quot; )&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
$Name:                  Cruiser&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Max Debris Speed:      150&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        0.9&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            600.0&lt;br /&gt;
   +Disappear factor:      2.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Attempt Broadside:     YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;supercap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
$Vaporize Percent Chance: 0.0&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=24009</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=24009"/>
		<updated>2009-07-15T21:26:39Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added entry for $Vaporize Percent Chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5332}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{shipimage|image=[[image:objecttypes.gif|thumbnail|320px]]|caption=objecttypes.tbl in action}} image OOA --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Objecttypes.tbl is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that objecttypes.tbl is fully XMT-compliant, with the suffix *-obt.tbm. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Toggles whether ship type can be scanned&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* EMP effect will be multiplied by this amount. Higher values mean more HUD jittering/longer-lasting effect.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether beams can easily hit ship (eg capship beams rarely hit fighters)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Attempt Broadsides:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will try to use broadside tactics against enemy ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes ot No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. This can be overriden on a per-ship basis in [[ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Part of the Default FreeSpace 2 Table===&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name:                  Navbuoy&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
&lt;br /&gt;
$Name:                  Sentry Gun&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         0.10&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Accept Player Orders:  NO&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
&lt;br /&gt;
$Name:                  Cargo&lt;br /&gt;
$Scannable:             YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         0.10&lt;br /&gt;
$EMP Multiplier:        10.0&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Passive docks:         (  &amp;quot;cargo&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name:                  support&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        3.5&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player orders:         (  &amp;quot;rearm me&amp;quot;&lt;br /&gt;
                              &amp;quot;abort rearm&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near me&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Active docks:          (  &amp;quot;support&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name:                  Fighter&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        4.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;attack subsys&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;guard wing&amp;quot;&lt;br /&gt;
                              &amp;quot;evade ship&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;form on wing&amp;quot;&lt;br /&gt;
                              &amp;quot;cover me&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;disable subsys&amp;quot; )&lt;br /&gt;
   +Auto attacks:       YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name:                  Bomber&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Warp Pushable:         YES&lt;br /&gt;
$Max Debris Speed:      200&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        4.0&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            500.0&lt;br /&gt;
   +Disappear factor:      1.5&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;attack subsys&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;guard wing&amp;quot;&lt;br /&gt;
                              &amp;quot;evade ship&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot;&lt;br /&gt;
                              &amp;quot;keep safe dist&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disable ship&amp;quot;&lt;br /&gt;
                              &amp;quot;disarm ship&amp;quot;&lt;br /&gt;
                              &amp;quot;guard ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship&amp;quot;&lt;br /&gt;
                              &amp;quot;ignore ship (new)&amp;quot;&lt;br /&gt;
                              &amp;quot;form on wing&amp;quot;&lt;br /&gt;
                              &amp;quot;cover me&amp;quot;&lt;br /&gt;
                              &amp;quot;attack any&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;disable subsys&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;navbuoy&amp;quot;&lt;br /&gt;
                              &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
                              &amp;quot;escape pod&amp;quot;&lt;br /&gt;
                              &amp;quot;cargo&amp;quot;&lt;br /&gt;
                              &amp;quot;support&amp;quot;&lt;br /&gt;
                              &amp;quot;stealth&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter&amp;quot;&lt;br /&gt;
                              &amp;quot;bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;fighter/bomber&amp;quot;&lt;br /&gt;
                              &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name:                  Freighter&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Scannable:             YES&lt;br /&gt;
$Max Debris Speed:      150&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        1.75&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            600.0&lt;br /&gt;
   +Disappear factor:      2.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Attempt Broadside:     YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;super cap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos device&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Active docks:          (  &amp;quot;cargo&amp;quot; )&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
$Name:                  Cruiser&lt;br /&gt;
$Counts for Alone:      YES&lt;br /&gt;
$Praise Destruction:    YES&lt;br /&gt;
$On Hotkey List:        YES&lt;br /&gt;
$Target as Threat:      YES&lt;br /&gt;
$Show Attack Direction: YES&lt;br /&gt;
$Max Debris Speed:      150&lt;br /&gt;
$FF Multiplier:         1.0&lt;br /&gt;
$EMP Multiplier:        0.9&lt;br /&gt;
$Beams Easily Hit:      YES&lt;br /&gt;
$Fog:&lt;br /&gt;
   +Start dist:            10.0&lt;br /&gt;
   +Compl dist:            600.0&lt;br /&gt;
   +Disappear factor:      2.0&lt;br /&gt;
$AI:&lt;br /&gt;
   +Valid goals:           (  &amp;quot;fly to ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;attack wing&amp;quot;&lt;br /&gt;
                              &amp;quot;dock&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints&amp;quot;&lt;br /&gt;
                              &amp;quot;waypoints once&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot;&lt;br /&gt;
                              &amp;quot;undock&amp;quot;&lt;br /&gt;
                              &amp;quot;stay still&amp;quot;&lt;br /&gt;
                              &amp;quot;play dead&amp;quot;&lt;br /&gt;
                              &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
   +Accept Player Orders:  YES&lt;br /&gt;
   +Player Orders:         (  &amp;quot;attack ship&amp;quot;&lt;br /&gt;
                              &amp;quot;depart&amp;quot; )&lt;br /&gt;
   +Auto attacks:          YES&lt;br /&gt;
   +Attempt Broadside:     YES&lt;br /&gt;
   +Actively Pursues:      (  &amp;quot;transport&amp;quot;&lt;br /&gt;
                              &amp;quot;freighter&amp;quot;&lt;br /&gt;
                              &amp;quot;awacs&amp;quot;&lt;br /&gt;
                              &amp;quot;gas miner&amp;quot;&lt;br /&gt;
                              &amp;quot;cruiser&amp;quot;&lt;br /&gt;
                              &amp;quot;corvette&amp;quot;&lt;br /&gt;
                              &amp;quot;capital&amp;quot;&lt;br /&gt;
                              &amp;quot;supercap&amp;quot;&lt;br /&gt;
                              &amp;quot;drydock&amp;quot;&lt;br /&gt;
                              &amp;quot;knossos&amp;quot; )&lt;br /&gt;
   +Guards attack this:    YES&lt;br /&gt;
   +Turrets attack this:   YES&lt;br /&gt;
   +Can Form Wing:         YES&lt;br /&gt;
   +Passive docks:         (  &amp;quot;support&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=24008</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=24008"/>
		<updated>2009-07-15T21:26:38Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added entry for $Vaporize Percent Chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5340}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Use Newtonian Dampening:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use newtonian dampening.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
:*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=24007</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=24007"/>
		<updated>2009-07-15T19:47:43Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Fixed tag: should have been 3611&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 or target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after the during which period bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=24006</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=24006"/>
		<updated>2009-07-15T19:35:44Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Added entry for $Primary Ammo Burst Multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 or target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after the during which period bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=23984</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=23984"/>
		<updated>2009-07-13T20:31:09Z</updated>

		<summary type="html">&lt;p&gt;Sushi: Updated with new AI features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5307}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 or target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after the during which period bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Sushi</name></author>
	</entry>
</feed>